-out vec4 FragColor;
-
uniform sampler2D uTexDudv;
uniform float uTime;
in vec3 aWorldCo;
#include "common_world.glsl"
+#include "motion_vectors_fs.glsl"
vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue )
{
void main()
{
+ compute_motion_vectors();
+
// Surface colour composite
float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 );
// Composite
vec4 vsurface = water_surf( halfview, surfnorm, depthvalue );
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 );
}