diff --git a/projects/sph/shaders/shader_water.frag b/projects/sph/shaders/shader_water.frag
index b68f9572a91b05e836c3fead9ae9afd7ce16ba8e..aa18233ec5e5734ab1bdaf1e4df3683e902769a6 100644
--- a/projects/sph/shaders/shader_water.frag
+++ b/projects/sph/shaders/shader_water.frag
@@ -6,7 +6,6 @@
 
 layout(location = 0) in vec2 passTriangleCoordinates;
 layout(location = 1) in vec3 passVelocity;
-layout(location = 2) in float passlifeTime;
 
 layout(location = 0) out vec3 outColor;
 
@@ -20,27 +19,9 @@ layout(set=0,binding=1) uniform uPosition{
 
 void main()
 {
-	float normlt = 1-normalize(passlifeTime);
-	vec2 mouse = vec2(Position.position.x, Position.position.y);
-    
-    vec3 c0 = vec3(0.2,0.5,1);
-    vec3 c1 = vec3(0.3, 0.7,1);
-    vec3 c2 = vec3(0.5,0.9,1);
-    vec3 c3 = vec3(0.9,1,1);
-    
-    if(passlifeTime  < 1){
-        outColor = mix(c0, c1, passlifeTime );
-    }
-    else if(passlifeTime  < 2){
-        outColor = mix(c1, c2, passlifeTime  - 1);
-    }
-    else{
-        outColor = mix(c2, c3, clamp((passlifeTime  - 2) * 0.5, 0, 1));
-    }
-    
+    outColor = vec3(1.0,1.0,1.0);
+
     // make the triangle look like a circle
    outColor *= circleFactor(passTriangleCoordinates);
-   
-   // fade out particle shortly before it dies
-   outColor *= clamp(passlifeTime * 2, 0, 1);
+
 }