cOMS/shaders/liquids/water/sphere_fragment.hlsl
2024-07-12 15:26:57 +02:00

13 lines
319 B
HLSL

varying vec3 position;
const vec3 underwaterColor = vec3(0.4, 0.9, 1.0);
uniform sampler2D water;
void main() {
gl_FragColor = vec4(getSphereColor(position), 1.0);
vec4 info = texture2D(water, position.xz * 0.5 + 0.5);
if (position.y < info.r) {
gl_FragColor.rgb *= underwaterColor * 1.2;
}
}