uniform vec3 uBoard0;
uniform vec3 uBoard1;
-in vec2 aUv;
-in vec4 aNorm;
-in vec3 aCo;
-in vec3 aWorldCo;
-flat in ivec4 aLights;
-
#include "common_scene.glsl"
// Water blending
{
vec3 halfview = normalize( uCamera - aWorldCo );
float depth = water_depth( aWorldCo, halfview );
- FragColor = vec4( aWorldCo.y, 0.0, 0.0,depth );
+ FragColor = vec4( depth, 0.0, 0.0, 0.0 );
}