vec4 g_sunset_ambient;
vec4 g_sun_colour;
vec4 g_sun_dir;
+ vec4 g_board_0;
+ vec4 g_board_1;
float g_water_fog;
float g_time;
float world_water_depth( vec3 pos )
{
- vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw;
float ref_depth = g_water_plane.y*g_water_plane.w;
- return texture( g_world_depth, depth_coord ).g - ref_depth;
+ return world_depth_sample( pos ) - ref_depth;
}
float shadow_sample( vec3 vdir )
light_delta = normalize( light_delta );
float quadratic = dist2*100.0;
- float attenuation = 1.0f/( 1.0f + quadratic );
+ float attenuation = 1.0/( 1.0 + quadratic );
attenuation *= max( dot( light_delta, normal ), 0.0 );
float falloff = max( 0.0, 1.0-(dist2*light_co.w) );