"{\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 texture( g_world_depth, depth_coord ).g-ref_depth;\n"
"}\n"
"\n"
"float shadow_sample( vec3 vdir )\n"