uniform vec4 waterColor; uniform sampler2D simplexSampler; void main(void) { //gl_FragColor = waterColor; gl_FragColor = texture2D(simplexSampler, unprojected.xz * 0.01); gl_FragColor = applyAerialPerspective(gl_FragColor); gl_FragColor = applyToneMapping(gl_FragColor); gl_FragColor.a = distanceFadeout(); }