7 #include "common_scene.glsl"
12 float water_depth( vec3 pos, vec3 halfview )
14 vec3 pnorm = g_water_plane.xyz;
15 float pdist = g_water_plane.w;
17 float d = dot( pnorm, halfview );
18 float t = dot((pnorm*pdist - pos), pnorm) / d;
19 return t * g_water_fog;
24 vec3 halfview = normalize( uCamera - aWorldCo );
25 float depth = water_depth( aWorldCo, halfview );
26 FragColor = vec4( depth, 0.0, 0.0, 0.0 );