X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_depth.fs;h=d805441c70a0a1fb0d0776d0376e4104048282ed;hb=be5e25dee2c54c2a22ca3bbb5bbe0eb6149343be;hp=a2b7642c2df612c6285a630d360254793c1aa303;hpb=192990d6d24e53749ca046fef808a63cf162ab8a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_depth.fs b/shaders/scene_depth.fs index a2b7642..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; } @@ -29,5 +26,5 @@ 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 ); }