water fog material prop; ragdoll float only on drowned
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / common_scene.glsl
index 6678dea45b01e5387ea754a487ac23a203764b28..76658f2151aa1176439cea0d1489673131037d9d 100644 (file)
@@ -19,7 +19,8 @@ float sdLine( vec3 p, vec3 a, vec3 b )
 float compute_board_shadow()
 {
    // player shadow
-   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );
+   float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,
+                                                      g_board_1.xyz )-0.1 );
    float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );
    player_shadow *= player_shadow*player_shadow*player_shadow;