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@ -88,58 +88,103 @@ vec4 rayCast(vec3 dir) {
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}
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#endif //SSR
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vec3 sampleWaterNormals(vec2 hitXY, float speed, out vec2 tcnor0, out vec2 tcnor1) {
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tcnor0 = hitXY / 3.0;
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vec3 n0 = textureLod(sdetail, tcnor0 + vec2(speed / 60.0, speed / 120.0), 0.0).rgb;
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tcnor1 = hitXY / 6.0 + n0.xy / 20.0;
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vec3 n1 = textureLod(sbase, tcnor1 + vec2(speed / 40.0, speed / 80.0), 0.0).rgb;
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return normalize(n0 + n1 - 1.0);
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}
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void main() {
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float gdepth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
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if (gdepth == 1.0) {
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fragColor = vec4(0.0);
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return;
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}
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// Eye below water
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if (eye.z < waterLevel) {
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fragColor = vec4(0.0);
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return;
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}
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// Displace surface
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vec3 vray = normalize(viewRay);
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vec3 p = getPos(eye, eyeLook, vray, gdepth, cameraProj);
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float speed = time * 2.0 * waterSpeed;
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p.z += sin(p.x * 10.0 / waterDisplace + speed) * cos(p.y * 10.0 / waterDisplace + speed) / 50.0 * waterDisplace;
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bool isSky = (gdepth == 1.0);
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// Ray-plane intersection with water surface (z = waterLevel)
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float denom = dot(vray, vec3(0.0, 0.0, 1.0));
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float tWater = (waterLevel - eye.z) / denom;
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bool hasWaterHit = (abs(denom) > 0.0001) && (tWater > 0.0);
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if (eye.z < waterLevel) {
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vec2 tc = texCoord;
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float fogFactor;
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if (hasWaterHit && denom > 0.0) {
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// Looking up at water surface - apply normal distortion
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vec3 hit = eye + tWater * vray;
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vec2 tc0, tc1;
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vec3 n2 = sampleWaterNormals(hit.xy * waterFreq, speed, tc0, tc1);
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tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
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fogFactor = clamp(tWater * waterDensity, 0.0, 0.95);
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} else {
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// Looking forward/down - distort via water surface above fragment
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vec3 p = getPos(eye, eyeLook, vray, gdepth, cameraProj);
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vec2 wxy = isSky ? (eye.xy + vray.xy * 50.0) : p.xy;
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vec2 tc0, tc1;
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vec3 n2 = sampleWaterNormals(wxy * waterFreq, speed, tc0, tc1);
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tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
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float waterDist = isSky ? 50.0 : length(p - eye);
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fogFactor = clamp(waterDist * waterDensity, 0.0, 0.95);
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}
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vec3 refracted = textureLod(tex, tc, 0.0).rgb;
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fragColor.rgb = mix(refracted, waterColor, fogFactor);
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fragColor.a = 1.0;
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return;
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}
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// Above water
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if (p.z > waterLevel) {
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if (!hasWaterHit || denom >= 0.0) {
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fragColor = vec4(0.0);
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return;
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}
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if (isSky) tWater = min(tWater, 100.0); // Clamp to prevent aliasing at horizon
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vec3 p = isSky ? (eye + tWater * vray) : getPos(eye, eyeLook, vray, gdepth, cameraProj);
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float horizonFactor = clamp(1.0 - tWater / 60.0, 0.0, 1.0);
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if (!isSky && p.z > waterLevel) {
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fragColor = vec4(0.0);
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return;
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}
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// Displace surface
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p.z += (sin(p.x * 10.0 / waterDisplace + speed) * cos(p.y * 10.0 / waterDisplace + speed)
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+ sin(p.x * 20.0 / waterDisplace + speed * 1.3) * cos(p.y * 20.0 / waterDisplace + speed * 1.3) * 0.5)
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/ 50.0 * waterDisplace;
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// Hit plane to determine uvs
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vec3 v = normalize(eye - p.xyz);
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float t = -(dot(eye, vec3(0.0, 0.0, 1.0)) - waterLevel) / dot(v, vec3(0.0, 0.0, 1.0));
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vec3 v = normalize(eye - p);
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float t = (waterLevel - eye.z) / dot(v, vec3(0.0, 0.0, 1.0));
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vec3 hit = eye + t * v;
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hit.xy *= waterFreq;
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hit.z += waterLevel;
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// Sample normal maps
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vec2 tcnor0 = hit.xy / 3.0;
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vec3 n0 = textureLod(sdetail, tcnor0 + vec2(speed / 60.0, speed / 120.0), 0.0).rgb;
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vec2 tcnor0, tcnor1;
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vec3 n2 = sampleWaterNormals(hit.xy * waterFreq, speed, tcnor0, tcnor1);
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vec2 tcnor1 = hit.xy / 6.0 + n0.xy / 20.0;
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vec3 n1 = textureLod(sbase, tcnor1 + vec2(speed / 40.0, speed / 80.0), 0.0).rgb;
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vec3 n2 = normalize(((n1 + n0) / 2.0) * 2.0 - 1.0);
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float ddepth = textureLod(gbufferD, texCoord + (n2.xy * n2.z) / 40.0, 0.0).r * 2.0 - 1.0;
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vec3 p2 = getPos(eye, eyeLook, vray, ddepth, cameraProj);
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vec2 tc = p2.z > waterLevel ? texCoord : texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
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// Refraction
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vec2 tc;
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if (isSky) {
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tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
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} else {
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float ddepth = textureLod(gbufferD, texCoord + (n2.xy * n2.z) / 40.0, 0.0).r * 2.0 - 1.0;
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vec3 p2 = getPos(eye, eyeLook, vray, ddepth, cameraProj);
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tc = p2.z > waterLevel ? texCoord : texCoord + (n2.xy * n2.z) / 30.0 * waterRefract;
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}
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// Light
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float fresnel = 1.0 - max(dot(n2, v), 0.0);
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fresnel = pow(fresnel, 30.0) * 0.45;
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fresnel = 0.02 + 0.98 * pow(fresnel, 5.0);
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vec3 r = reflect(-v, n2);
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#ifdef _Rad
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vec3 reflectedEnv = textureLod(senvmapRadiance, envMapEquirect(r), 0).rgb;
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vec3 reflectedEnv = textureLod(senvmapRadiance, envMapEquirect(r), 0).rgb;
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#else
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const vec3 reflectedEnv = vec3(0.5);
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#endif
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vec3 refracted = textureLod(tex, tc, 0.0).rgb;
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#ifdef _SSR
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float roughness = 0.1;//unpackFloat(g0.b).y;
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//if (roughness == 1.0) { fragColor.rgb = vec3(0.0); return; }
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@ -147,8 +192,8 @@ void main() {
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float spec = 0.9;//fract(textureLod(gbuffer1, texCoord, 0.0).a);
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//if (spec == 0.0) { fragColor.rgb = vec3(0.0); return; }
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vec3 viewNormal = n2;
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vec3 viewPos = getPosView(viewRay, gdepth, cameraProj);
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vec3 viewNormal = V3 * n2;
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vec3 viewPos = isSky ? vec3(0.0) : getPosView(viewRay, gdepth, cameraProj);
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vec3 reflected = reflect(normalize(viewPos), viewNormal);
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hitCoord = viewPos;
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@ -158,7 +203,6 @@ void main() {
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vec3 dir = reflected * (1.0 - rand(texCoord) * ssrJitter * roughness) * 2.0;
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#endif
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// * max(ssrMinRayStep, -viewPos.z)
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vec4 coords = rayCast(dir);
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vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy);
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@ -177,20 +221,32 @@ void main() {
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#else
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fragColor.rgb = mix(refracted, reflectedEnv, waterReflect * fresnel);
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#endif
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fragColor.rgb *= waterColor;
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fragColor.rgb += clamp(pow(max(dot(r, ld), 0.0), 200.0) * (200.0 + 8.0) / (PI * 8.0), 0.0, 2.0);
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fragColor.rgb *= 1.0 - (clamp(-(p.z - waterLevel) * waterDensity, 0.0, 0.9));
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fragColor.a = clamp(abs(p.z - waterLevel) * 5.0, 0.0, 1.0);
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// Water color tint - blend rather than multiply to preserve brightness
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float colorMix = isSky ? 0.7 : 0.5;
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fragColor.rgb = mix(fragColor.rgb, fragColor.rgb * waterColor, colorMix * horizonFactor);
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// Blinn-Phong specular using half-vector, faded at horizon
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vec3 h = normalize(v + ld);
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float specAmount = pow(max(dot(n2, h), 0.0), 200.0) * (200.0 + 8.0) / (PI * 8.0);
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fragColor.rgb += specAmount * (isSky ? 0.3 : 1.0) * horizonFactor;
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// Depth fog - blend toward waterColor with depth, faded at horizon
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float depthFog = clamp(-(p.z - waterLevel) * waterDensity, 0.0, 0.9);
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fragColor.rgb = mix(fragColor.rgb, waterColor, depthFog * horizonFactor);
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// Alpha fades smoothly at horizon instead of hard cut
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fragColor.a = isSky ? horizonFactor : clamp(abs(p.z - waterLevel) * 5.0, 0.0, 1.0);
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// Foam
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float fd = abs(p.z - waterLevel);
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// Foam - based on actual geometry depth below water surface
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float fd = isSky ? 1.0 : abs(p.z - waterLevel);
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if (fd < 0.1) {
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// Based on foam by Owen Deery
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// http://fire-face.com/personal/water
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vec3 foamMask0 = textureLod(sfoam, tcnor0 * 10, 0.0).rgb;
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vec3 foamMask1 = textureLod(sfoam, tcnor1 * 11, 0.0).rgb;
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vec3 foam = vec3(1.0) - foamMask0.rrr - foamMask1.bbb;
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float fac = 1.0 - (fd * (1.0 / 0.1));
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fragColor.rgb = mix(fragColor.rgb, clamp(foam, 0.0, 1.0), clamp(fac, 0.0, 1.0));
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// Distance-based LOD blurs foam at range to reduce noise
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float foamLod = clamp(tWater / 15.0, 0.0, 5.0);
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vec2 foamUV0 = tcnor0 * 3.0 + vec2(speed / 30.0, speed / 50.0);
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vec2 foamUV1 = tcnor1 * 4.0 + vec2(-speed / 35.0, speed / 45.0);
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vec3 foamMask0 = textureLod(sfoam, foamUV0, foamLod).rgb;
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vec3 foamMask1 = textureLod(sfoam, foamUV1, foamLod).rgb;
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float foamStrength = clamp(1.0 - foamMask0.r * 0.5 - foamMask1.b * 0.5, 0.0, 1.0);
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float fac = (1.0 - (fd * (1.0 / 0.1))) * horizonFactor;
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fragColor.rgb = mix(fragColor.rgb, mix(fragColor.rgb, waterColor + 0.2, foamStrength), clamp(fac, 0.0, 1.0) * 0.5);
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}
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}
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