X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_depth.fs;h=d805441c70a0a1fb0d0776d0376e4104048282ed;hb=be5e25dee2c54c2a22ca3bbb5bbe0eb6149343be;hp=2ac60135f18e5ab04e510120483b26aa12fe5836;hpb=f3a2490079baf440238b78e54f4476649eddbda2;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_depth.fs b/shaders/scene_depth.fs index 2ac6013..d805441 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 @@ -22,6 +17,8 @@ float water_depth( vec3 pos, vec3 halfview ) float d = dot( pnorm, halfview ); float t = dot((pnorm*pdist - pos), pnorm) / d; + + // TODO: Make g_water_fog a material param return t * g_water_fog; }