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Bare minimum water shaders
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@ -51,6 +51,11 @@ layout(location = 0) out vec4 tgt_color;
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#include <lod.glsl>
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void main() {
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#ifdef EXPERIMENTAL_BAREMINIMUM
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tgt_color = vec4(simple_lighting(f_pos.xyz, MU_SCATTER, 1.0), 0.5);
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return;
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#endif
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// tgt_color = vec4(1.0 - MU_WATER, 1.0);
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// return;
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// First 3 normals are negative, next 3 are positive
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@ -89,6 +89,11 @@ float wave_height(vec3 pos) {
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}
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void main() {
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#ifdef EXPERIMENTAL_BAREMINIMUM
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tgt_color = vec4(simple_lighting(f_pos.xyz, MU_SCATTER, 1.0), 0.5);
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return;
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#endif
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// First 3 normals are negative, next 3 are positive
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vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1));
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