2d959b0772c186c3d272c7eac584e39b0fb639fb
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_position.fs
1 out vec4 FragColor;
2
3 uniform vec3 uCamera;
4 uniform vec3 uBoard0;
5 uniform vec3 uBoard1;
6
7 #include "common_scene.glsl"
8
9 void main()
10 {
11 float height_full = aWorldCo.y;
12 float height_water = height_full;
13
14 if( height_water > (g_water_plane.y * g_water_plane.w) + 2.0 )
15 height_water = -99999.9;
16
17 FragColor = vec4( height_full, height_water, 0.0, 0.0 );
18 }