 
 float GetFakeSunIllum(vec2 position, vec3 normal)
 {
-	const vec3 lightPos = vec3(0.5, 0.5, 4.0);
 	vec3 lightDir = normalize(lightPos - vec3(position, 0));
 	vec3 eyeDir = vec3(0, 0, 1);
 	vec3 reflectedRay = reflect(-eyeDir, normal);


const vec3 camDir = vec3(0, 0, -1);
const float waterDepth = 0.8;

layout (location = 0) out vec4 fragColor;



vec3 IntersectRayWithBottom(vec2 surfacePos, vec3 surfaceNormal)
{
	vec3 pos3d = vec3(surfacePos, 0);
	vec3 lightDir = normalize(lightPos - pos3d);
	vec3 eyeDir = vec3(0, 0, 1);
