water fog material prop; ragdoll float only on drowned
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_depth.fs
index 1f6f93d18b1ee894340c129daec7bcc0067de962..d805441c70a0a1fb0d0776d0376e4104048282ed 100644 (file)
@@ -17,6 +17,8 @@ float water_depth( vec3 pos, vec3 halfview )
 
    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;
 }