stepping
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_sky.h
index d5498311ce6d72782567ca594e8462d978b82620..b5b58e5fd24f50675a358ed563b99bbbdb0ff615 100644 (file)
@@ -206,9 +206,8 @@ static struct vg_shader _shader_model_sky = {
 "\n"
 "float world_water_depth( vec3 pos )\n"
 "{\n"
-"   vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
 "   float ref_depth = g_water_plane.y*g_water_plane.w;\n"
-"   return texture( g_world_depth, depth_coord ).g-ref_depth;\n"
+"   return world_depth_sample( pos ) - ref_depth;\n"
 "}\n"
 "\n"
 "float shadow_sample( vec3 vdir )\n"