+ float depthvalue = texture( uTexDepth, aUv.zw ).r;
+ float opacity = smoothstep( 0.0, 0.1, depthvalue );
+
+ vec3 colour_shore = vec3( 0.96, 0.98, 0.9 );
+ vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );
+ vec3 surface_tint = mix( colour_shore, colour_ocean, depthvalue );
+
+ vec3 comp_surf = mix(pow(surface_tint,vec3(6.0))*0.6,reflected.rgb, 0.7);
+
+ float band = fract( aCo.z*0.1+uTime*0.1-depthvalue*10.0 );
+ band = step( band + dudvb.g*0.8, 0.5 ) * max((1.0-depthvalue*4.0),0.0);
+
+ FragColor = vec4(comp_surf + band*0.2,opacity+band*0.2);