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update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
scene_depth.fs
diff --git
a/shaders/scene_depth.fs
b/shaders/scene_depth.fs
index 053000ca1fa1bcbdef5e2960f2e8a0079b65b1c2..d805441c70a0a1fb0d0776d0376e4104048282ed 100644
(file)
--- a/
shaders/scene_depth.fs
+++ b/
shaders/scene_depth.fs
@@
-4,6
+4,7
@@
uniform vec3 uCamera;
uniform vec3 uBoard0;
uniform vec3 uBoard1;
uniform vec3 uBoard0;
uniform vec3 uBoard1;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
// Water blending
#include "common_scene.glsl"
// Water blending
@@
-16,6
+17,8
@@
float water_depth( vec3 pos, vec3 halfview )
float d = dot( pnorm, halfview );
float t = dot((pnorm*pdist - pos), pnorm) / d;
float d = dot( pnorm, halfview );
float t = dot((pnorm*pdist - pos), pnorm) / d;
+
+ // TODO: Make g_water_fog a material param
return t * g_water_fog;
}
return t * g_water_fog;
}