" vec4 g_sunset_ambient;\n"
" vec4 g_sun_colour;\n"
" vec4 g_sun_dir;\n"
+" vec4 g_board_0;\n"
+" vec4 g_board_1;\n"
"\n"
" float g_water_fog;\n"
" float g_time;\n"
" return ambient + (light_sun + sky_reflection) * shadow;\n"
"}\n"
"\n"
-"#line 42 0 \n"
+"#line 44 0 \n"
"\n"
"float world_depth_sample( vec3 pos )\n"
"{\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"
"float compute_board_shadow()\n"
"{\n"
" // player shadow\n"
-" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+" float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
+" g_board_1.xyz )-0.1 );\n"
" float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
" player_shadow *= player_shadow*player_shadow*player_shadow;\n"
"\n"
" vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
" \n"
" // Surface colour composite\n"
-" float depthvalue = clamp( -world_water_depth(aWorldCo)*(1.0/25.0), 0.0,1.0 );\n"
+" float depthvalue = clamp( -world_water_depth(aCo)*(1.0/25.0), 0.0,1.0 );\n"
"\n"
" vec2 world_coord = aCo.xz * 0.008;\n"
" vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"