float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;
// Depth
- float depthblend = pow( beneath.a,0.8 );
+ float depthblend = pow( beneath.r, 0.8 );
// Composite
vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );
vec2 ssuv = gl_FragCoord.xy*uInvRes;
// Surface colour composite
- float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 );
+ float depthvalue = clamp( -world_water_depth( aCo )*(1.0/25.0), 0.0, 1.0 );
vec2 world_coord = aCo.xz * 0.008;
vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );