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Avoid div0 in shiny water shader
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@ -136,7 +136,7 @@ void main() {
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// Possibility of div by zero when slope = 0,
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// however this only results in no water surface appearing
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// and is not likely to occur (could not find any occurrences)
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float slope = abs(wave00 - wave10) * abs(wave00 - wave01);
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float slope = abs((wave00 - wave10) * (wave00 - wave01)) + 0.001;
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vec3 nmap = vec3(
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-(wave10 - wave00) / 0.1,
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