out vec4 FragColor; uniform vec3 uCamera; uniform vec3 uBoard0; uniform vec3 uBoard1; in vec2 aUv; in vec4 aNorm; in vec3 aCo; in vec3 aWorldCo; flat in ivec4 aLights; #include "common_scene.glsl" void main() { float height_full = aWorldCo.y; float height_water = height_full; if( height_water > (g_water_plane.y * g_water_plane.w) + 2.0 ) height_water = -99999.9; FragColor = vec4( height_full, height_water, 0.0, 0.0 ); }