-out vec4 FragColor;
-
uniform sampler2D uTexMain;
uniform sampler2D uTexDudv;
uniform sampler2D uTexBack;
uniform float uTime;
uniform vec3 uCamera;
uniform float uSurfaceY;
+uniform vec3 uBoard0;
+uniform vec3 uBoard1;
uniform vec3 uShoreColour;
uniform vec3 uOceanColour;
in vec3 aWorldCo;
#include "common_world.glsl"
+#include "motion_vectors_fs.glsl"
vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue,
vec4 beneath, vec4 above )
void main()
{
+ compute_motion_vectors();
+
// Create texture coords
vec2 ssuv = gl_FragCoord.xy*uInvRes;
// Composite
vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );
vsurface.a -= fdist;
- FragColor = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );
+ oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );
}