 
 const vec3 camDir = vec3(0, 0, -1);
 const float waterDepth = 0.8;
+
+const vec3 lightPos = vec3(0.5, 0.5, 4.0);
 
 layout (location = 0) out vec4 fragColor;
 


float GetCaustics(vec2 position)
{
	const vec2 fakeOffset = vec2(0.1, 0.1);
	position += fakeOffset;

	vec2 ofsY = position + vec2(0, 1.0 / (heightMapSize.y * 0.5));
	vec2 ofsX = position + vec2(1.0 / (heightMapSize.x * 0.5), 0);

float GetCaustics1(vec2 position)
{
	vec3 normal = GetSurfaceNormal(position);
	vec3 lightDir = normalize(lightPos - vec3(position, 0));
	vec3 eyeDir = vec3(0, 0, 1);
	vec3 refractedRay = refract(-eyeDir, normal, airToWater);
