float vDepth = texture2D(DepthTex, ScreenPos.xy).r;
//reconstruct view pixel position
vec3 vProjPos = vec3(mix(FarLeftUp.x, FarRightUpX, ScreenPos.x),
mix(FarLeftDownY, FarLeftUp.y, ScreenPos.y),
FarLeftUp.z);
vec3 vPixelPos = vec3(vProjPos * vDepth);
vec4 worldpos = inverseView * vec4(vPixelPos, 1.0) ;
viewMat = Smgr->getActiveCamera()->getViewMatrix();
viewMat.makeInverse();
services->setPixelShaderConstant("inverseView", (irr::f32*)&viewMat, 16);
//its simple
if( world.y < waterlevel) gl_FragColor = vec4(gl_FragColor.rgb * watercolor, 1.0);
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