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Fixed LoD z depth, added sea level offset
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@ -8,7 +8,7 @@ vec2 pos_to_uv(vec2 pos) {
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}
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float alt_at(vec2 pos) {
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return texture(t_map, pos_to_uv(pos)).a * (1450.0);
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return texture(t_map, pos_to_uv(pos)).a * (1310.0) + 140.0;
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return 0.0
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+ pow(texture(t_noise, pos * 0.00005).x * 1.4, 3.0) * 1000.0
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@ -25,5 +25,5 @@ void main() {
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proj_mat *
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view_mat *
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vec4(f_pos, 1);
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gl_Position.z = 1.0 / (1.0 - gl_Position.z * 0.001 - 100.0);
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gl_Position.z = -1000.0 / (gl_Position.z + 10000.0);
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}
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