+"out vec4 FragColor;\n"
+"\n"
+"uniform sampler2D uTexMain;\n"
+"uniform sampler2D uTexDudv;\n"
+"uniform sampler2D uTexBack;\n"
+"\n"
+"uniform vec2 uInvRes;\n"
+"uniform float uTime;\n"
+"uniform vec3 uCamera;\n"
+"uniform float uSurfaceY;\n"
+"\n"
+"in vec4 aColour;\n"
+"in vec2 aUv;\n"
+"in vec3 aNorm;\n"
+"in vec3 aCo;\n"
+"\n"
+"#line 1 1 \n"
+"layout (std140) uniform ub_world_lighting\n"
+"{\n"
+" vec3 g_directional;\n"
+" vec3 g_sun_colour;\n"
+" vec3 g_shadow_colour;\n"
+" vec4 g_water_plane;\n"
+" vec4 g_depth_bounds;\n"
+" float g_water_fog;\n"
+"};\n"
+"\n"
+"uniform sampler2D g_world_depth;\n"
+"\n"
+"// Standard diffuse + spec models\n"
+"// ==============================\n"
+"\n"
+"vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
+"{\n"
+" float flight = dot( g_directional, wnormal )*0.5+0.5;\n"
+" return vfrag * mix( g_shadow_colour, g_sun_colour, flight );\n"
+"}\n"
+"\n"
+"vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
+"{\n"
+" vec3 specdir = reflect( -g_directional, wnormal );\n"
+" float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
+" return vfrag + g_sun_colour*spec*fintensity;\n"
+"}\n"
+"\n"
+"float world_depth_sample( vec3 pos )\n"
+"{\n"
+" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
+" return texture( g_world_depth, depth_coord ).r;\n"
+"}\n"
+"\n"
+"float shadow_sample( vec3 vdir )\n"
+"{\n"
+" vec3 sample_pos = aCo + vdir;\n"
+" float height_sample = world_depth_sample( sample_pos );\n"
+"\n"
+" float fdelta = height_sample - sample_pos.y;\n"
+" return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
+"}\n"
+"\n"
+"vec3 do_light_shadowing( vec3 vfrag )\n"
+"{\n"
+" float faccum = 0.0;\n"
+" faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
+" faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
+" faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
+" faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
+" faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
+" faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
+" faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
+" faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
+" return mix( vfrag, g_shadow_colour, faccum );\n"
+"}\n"
+"\n"
+"\n"
+"#line 18 0 \n"
+"\n"