13 #include "common_world.glsl"
18 float water_depth( vec3 pos, vec3 halfview )
20 vec3 pnorm = g_water_plane.xyz;
21 float pdist = g_water_plane.w;
23 float d = dot( pnorm, halfview );
24 float t = dot((pnorm*pdist - pos), pnorm) / d;
25 return t * g_water_fog;
30 vec3 halfview = normalize( uCamera - aCo );
31 vec3 world_pos = vec3( aCo.y, aCo.x, aCo.z );
32 FragColor = vec4( world_pos, water_depth( aCo, halfview ) );