An early work of trying to render water from a flat plane. The plane is made
transparent by mapping the scene buffer to the plane and to give the illusion of depth,
the depth buffer is used to calculate the how far we can see into the water.
The depth buffer needs to converted into world space so that we can use it for our water.
The appearance of the water can then be calculated using this depth value worldWaterDepth.
Lighting is added by approximating normals, which is generally good enough.