X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_depth.fs;h=1f6f93d18b1ee894340c129daec7bcc0067de962;hb=4eccfd7252f8ff165670842df537441afae5458b;hp=a2b7642c2df612c6285a630d360254793c1aa303;hpb=192990d6d24e53749ca046fef808a63cf162ab8a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_depth.fs b/shaders/scene_depth.fs index a2b7642..1f6f93d 100644 --- a/shaders/scene_depth.fs +++ b/shaders/scene_depth.fs @@ -4,12 +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 "light_clearskies_stddef.glsl" #include "common_scene.glsl" // Water blending @@ -29,5 +24,5 @@ void main() { vec3 halfview = normalize( uCamera - aWorldCo ); float depth = water_depth( aWorldCo, halfview ); - FragColor = vec4( aWorldCo.y, 0.0, 0.0,depth ); + FragColor = vec4( depth, 0.0, 0.0, 0.0 ); }