7 #include "light_clearskies_stddef.glsl"
8 #include "common_scene.glsl"
12 float height_full = aWorldCo.y;
13 float height_water = height_full;
15 if( height_water > (g_water_plane.y * g_water_plane.w) + 2.0 )
16 height_water = -99999.9;
18 FragColor = vec4( height_full, height_water, 0.0, 0.0 );