16 lines
376 B
GLSL
16 lines
376 B
GLSL
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// osgOcean uniforms
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// -------------------
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uniform float osgOcean_WaterHeight;
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// -------------------
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varying vec4 vWorldVertex;
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void main(void)
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{
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// Store the water depth
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// maximum possible depth is 500,
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// (a higher water depth value would not have a visible effect anyway)
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gl_FragDepth = clamp((osgOcean_WaterHeight - vWorldVertex.z) / 500.0, 0.0, 1.0);
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return;
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}
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