57d1f06dbc615992b95400f87e3ee299d2add56c
[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 in vec2 aUv;
8 in vec4 aNorm;
9 in vec3 aCo;
10 in vec3 aWorldCo;
11 flat in ivec4 aLights;
12
13 #include "common_scene.glsl"
14
15 void main()
16 {
17 float height_full = aWorldCo.y;
18 float height_water = height_full;
19
20 if( height_water > (g_water_plane.y * g_water_plane.w) + 2.0 )
21 height_water = -99999.9;
22
23 FragColor = vec4( height_full, height_water, 0.0, 0.0 );
24 }