uniform vec3 uCamera;
uniform float uSurfaceY;
+uniform vec3 uShoreColour;
+uniform vec3 uOceanColour;
+
in vec4 aColour;
in vec2 aUv;
in vec3 aNorm;
vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue,
vec4 beneath, vec4 above )
{
- vec3 colour_shore = vec3( 0.21, 0.6, 0.8 );
- vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 );
- vec3 surface_tint = mix(colour_shore, colour_ocean, depthvalue);
+ vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);
float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);