1 #include "water_ref.glsl"
13 float ray_plane( vec3 pos, vec3 dir, vec4 plane )
15 float d = dot( plane.xyz, dir );
16 float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;
22 float fdist = ray_plane( uCamera, -aNorm, uPlane );
23 vec3 world_pos = uCamera - aNorm*fdist;
25 FragColor = vec4(fract(world_pos*0.1),1.0);