uniform vec3 uShoreColour;
uniform vec3 uOceanColour;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
vec4 vsurface = water_surf( halfview, surfnorm, depthvalue );
vsurface.a -= fdist;
oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );
+ oColour.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo );
}