X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_water_fast.fs;h=f89cee55ead0ab3e9da1b8305b43605261f6b854;hb=be5e25dee2c54c2a22ca3bbb5bbe0eb6149343be;hp=81a4b021754e6561f17403e517394cb8552288de;hpb=192990d6d24e53749ca046fef808a63cf162ab8a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_water_fast.fs b/shaders/scene_water_fast.fs index 81a4b02..f89cee5 100644 --- a/shaders/scene_water_fast.fs +++ b/shaders/scene_water_fast.fs @@ -9,12 +9,7 @@ uniform vec3 uBoard1; uniform vec3 uShoreColour; uniform vec3 uOceanColour; -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" #include "motion_vectors_fs.glsl" @@ -36,7 +31,7 @@ void main() compute_motion_vectors(); // Surface colour composite - float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 ); + float depthvalue = clamp( -world_water_depth( aCo )*(1.0/25.0), 0.0, 1.0 ); vec2 world_coord = aCo.xz * 0.008; vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 ); @@ -60,4 +55,5 @@ void main() vec4 vsurface = water_surf( halfview, surfnorm, depthvalue ); vsurface.a -= fdist; oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband ); + oColour.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo ); }