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apply shader changes from zesterer
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@ -167,7 +167,9 @@ void main() {
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// If the figure is large enough to be 'terrain-like', we apply a noise effect to it
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#ifndef EXPERIMENTAL_NONOISE
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if (scale >= 0.5) {
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float noise = hash(vec4(floor(m_pos * 3.0 - f_norm * 0.5), 0));
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// TODO: Fix this, it isn't cprrect to use `f_norm` here. Would need something like
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// `m_norm` which is a normal relative to the figure.
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float noise = hash(vec4(floor(m_pos * 3.0 - vec3(0.5, 0, 0) - f_norm * 0.1), 0));
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const float A = 0.055;
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const float W_INV = 1 / (1 + A);
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