#ifndef I_PBR_WATER_H
#define I_PBR_WATER_H

#include "pbr.glslh"

VARYING(6) vec2 waterTexCoord;

UNIFORM(60) float time;
UNIFORM(61) float water_depth;
UNIFORM(62) float wave_height;
UNIFORM(63) vec2 wave_offset;
UNIFORM(64) float wave_scale;
UNIFORM(65) mat4 inverse_modelview;
UNIFORM(66) sampler2D water_noisetex;
UNIFORM(67) vec3 water_color;
UNIFORM(68) vec3 wave_highlight_color;
UNIFORM(69) int water_has_bottom_layer;

#endif
