X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fcommon_world.glsl;h=8926c21586c40d6cdd59d867a291d9f174dbd5ca;hb=fdd41609e59c7df548682b25001f0015dc1acbea;hp=5c06d73db33caf07636035c02042dd0a7a7388da;hpb=a1056ed8198f0f5be0e0f341da8bd49aa6c47198;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/common_world.glsl b/shaders/common_world.glsl index 5c06d73..8926c21 100644 --- a/shaders/common_world.glsl +++ b/shaders/common_world.glsl @@ -16,6 +16,8 @@ layout (std140) uniform ub_world_lighting vec4 g_sunset_ambient; vec4 g_sun_colour; vec4 g_sun_dir; + vec4 g_board_0; + vec4 g_board_1; float g_water_fog; float g_time; @@ -48,9 +50,8 @@ float world_depth_sample( vec3 pos ) float world_water_depth( vec3 pos ) { - vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; float ref_depth = g_water_plane.y*g_water_plane.w; - return texture( g_world_depth, depth_coord ).g - ref_depth; + return world_depth_sample( pos ) - ref_depth; } float shadow_sample( vec3 vdir )