uniform vec3 uBoard0;
uniform vec3 uBoard1;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
// Water blending
float d = dot( pnorm, halfview );
float t = dot((pnorm*pdist - pos), pnorm) / d;
+
+ // TODO: Make g_water_fog a material param
return t * g_water_fog;
}