// Water_Diffuse.fragment

in vec4 vColor;
in vec2 vUv;
in float vFogUv;

OUTPUT

uniform sampler2D tex0; // diffuse
uniform sampler1D tex1; // fog

void main() {
	outColor = texture(tex0, vUv) * texture1D(tex1, vFogUv).rrrg * vColor;
}