- vec3 halfview = normalize( uCamera - aCo );
- vec3 world_pos = vec3( aCo.y, aCo.x, aCo.z );
- FragColor = vec4( world_pos, water_depth( aCo, halfview ) );
+ vec3 halfview = normalize( uCamera - aWorldCo );
+ float depth = water_depth( aWorldCo, halfview );
+ FragColor = vec4( depth, 0.0, 0.0, 0.0 );