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Smoother water
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7ecfde2925
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@ -62,20 +62,20 @@ void main() {
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vec3 c_norm = cross(f_norm, b_norm);
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vec3 nwarp = normalize(
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texture(t_waves, fract(f_pos.xy * 0.03 + tick.x * 0.01)).xyz * 0.7 +
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texture(t_waves, fract(-f_pos.yx * 0.03 + tick.x * 0.01)).xyz * 0.7 +
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texture(t_waves, fract(f_pos.xy * 0.07 + tick.x * 0.02)).xyz * 0.5 +
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texture(t_waves, fract(-f_pos.yx * 0.15 + tick.x * 0.02)).xyz * 0.3 +
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texture(t_waves, fract(f_pos.xy * 0.25 + tick.x * 0.06)).xyz * 0.05 +
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texture(t_waves, fract(-f_pos.yx * 0.5 + tick.x * 0.06)).xyz * 0.05
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);
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vec3 nmap = mix(vec3(0, 0, 1), normalize(
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texture(t_waves, fract(f_pos.xy * 0.03 + tick.x * 0.02)).xyz * 0.7 +
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texture(t_waves, fract(-f_pos.yx * 0.03 + tick.x * 0.02)).xyz * 0.7 +
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texture(t_waves, fract(f_pos.xy * 0.07 + tick.x * 0.04)).xyz * 0.5 +
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texture(t_waves, fract(-f_pos.yx * 0.15 + tick.x * 0.04)).xyz * 0.3 +
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texture(t_waves, fract(f_pos.xy * 0.25 + tick.x * 0.12)).xyz * 0.05 +
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texture(t_waves, fract(-f_pos.yx * 0.5 + tick.x * 0.12)).xyz * 0.05
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) * 0.4;
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vec3 nmap = mix(vec3(0, 0, 1), normalize((
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texture(t_waves, fract(f_pos.xy * 0.01 + nwarp.xy)).rgb * 1.0 +
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texture(t_waves, fract(f_pos.xy * 0.1 + nwarp.xy)).rgb * 0.8 +
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texture(t_waves, fract(f_pos.xy * 0.3 + nwarp.xy)).rgb * 0.6 +
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texture(t_waves, fract(f_pos.xy * 0.9 + nwarp.xy * 0.3)).rgb * 0.2
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+ vec3(-0.5, -0.5, 0)
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), clamp(2.0 / pow(frag_dist, 0.5), 0, 1));
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) * nwarp.z), clamp(2.0 / pow(frag_dist, 0.5), 0, 1));
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vec3 norm = f_norm * nmap.z + b_norm * nmap.x + c_norm * nmap.y;
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