+
+ // Surface colour composite
+ float depthvalue = texture( uTexDepth, aUv.zw ).r;
+
+ 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, pow(depthvalue,1.8))*1.5;
+
+ // Foam
+ float fband = fract( aCo.z*0.1+uTime*0.1-depthvalue*10.0 );
+ fband = step( fband+dudvb.g*0.8, 0.5 ) * max((1.0-depthvalue*4.0),0.0);
+
+ // Lighting
+ vec3 surfnorm = vec3(distortamt.x,1.0,distortamt.y);
+
+ vec3 halfview = -normalize( aCo-uCamera );
+ float ffresnel = pow(1.0-dot( surfnorm, halfview ),5.0);
+
+ vec3 lightdir = vec3(0.95,0.0,-0.3);
+ vec3 specdir = reflect( -lightdir, surfnorm );
+ float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;
+
+ // Depth
+ vec4 backsample = texture( uTexBack, ssuv+distortamt*0.1 );
+ float depthblend = pow(backsample.a,0.8);
+
+ // Composite
+ vec3 vsurface = mix(surface_tint*backsample.rgb, reflected.rgb, ffresnel );
+ vsurface += spec;
+
+ FragColor = mix( vec4(vsurface,depthblend), vec4(1.0,1.0,1.0,0.8), fband );