vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );
vsurface.a -= fdist;
oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );
- oColour.rgb = scene_do_lighting( oColour.rgb, aNorm.xyz );
+ oColour.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo );
}