"\n"
" gl_Position = vproj0;\n"
"\n"
-" aUv = a_uv;\n"
+" aUv = a_uv + vec2( floor(uInfo.z+0.5)*(1.0/64.0), yoff );\n"
" aNorm = vec4( mat3(uMdl) * mat3(mlocal) * a_norm.xyz, a_norm.w );\n"
" aCo = a_co;\n"
" aWorldCo = world_pos0;\n"
"\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"