-out vec4 FragColor;
-
-uniform vec3 uCamera;
-uniform vec3 uBoard0;
-uniform vec3 uBoard1;
-
-in vec4 aColour;
-in vec2 aUv;
-in vec3 aNorm;
-in vec3 aCo;
-in vec3 aWorldCo;
-
-#include "common_world.glsl"
-
-// Water blending
-// ==============
-
-float water_depth( vec3 pos, vec3 halfview )
-{
- vec3 pnorm = g_water_plane.xyz;
- float pdist = g_water_plane.w;
-
- float d = dot( pnorm, halfview );
- float t = dot((pnorm*pdist - pos), pnorm) / d;
- return t * g_water_fog;
-}
-
-void main()
-{
- vec3 halfview = normalize( uCamera - aCo );
- vec3 world_pos = vec3( aCo.y, aCo.x, aCo.z );
- FragColor = vec4( world_pos, water_depth( aCo, halfview ) );
-}