X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_depth.fs;h=053000ca1fa1bcbdef5e2960f2e8a0079b65b1c2;hb=5bfb36032928ba9f8d12e72961af68bfab9ea648;hp=05d886bf1d0069b87a5a30184b5ce93986475953;hpb=aa4c26eae2208872824e0eb5b71bc05c16d43242;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_depth.fs b/shaders/scene_depth.fs index 05d886b..053000c 100644 --- a/shaders/scene_depth.fs +++ b/shaders/scene_depth.fs @@ -4,13 +4,7 @@ uniform vec3 uCamera; uniform vec3 uBoard0; uniform vec3 uBoard1; -in vec2 aUv; -in vec4 aNorm; -in vec3 aCo; -in vec3 aWorldCo; -flat in ivec4 aLights; - -#include "common_world.glsl" +#include "common_scene.glsl" // Water blending // ============== @@ -27,7 +21,7 @@ float water_depth( vec3 pos, vec3 halfview ) void main() { - vec3 halfview = normalize( uCamera - aCo ); - vec3 world_pos = vec3( aCo.y, aCo.x, aCo.z ); - FragColor = vec4( world_pos, water_depth( aCo, halfview ) ); + vec3 halfview = normalize( uCamera - aWorldCo ); + float depth = water_depth( aWorldCo, halfview ); + FragColor = vec4( depth, 0.0, 0.0, 0.0 ); }