11 flat in ivec4 aLights;
13 #include "common_scene.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 - aWorldCo );
31 float depth = water_depth( aWorldCo, halfview );
32 FragColor = vec4( depth, 0.0, 0.0, 0.0 );