Use the alpha channel of the depth map
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@ -222,7 +222,6 @@ void main(void)
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// get depth map
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vec4 colorTexel = texture2D(water_colormap, TopoUV);
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vec4 topoTexel = texture2D(topo_map, TopoUV);
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topoTexel.a = topoTexel.r;
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float floorMixFactor = smoothstep(0.3, 0.985, topoTexel.a);
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vec3 floorColour = colorTexel.rgb;
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