forked from LeenkxTeam/LNXSDK
		
	
		
			
	
	
		
			197 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			197 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
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								#version 450
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								#include "compiled.inc"
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								#include "std/gbuffer.glsl"
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								#include "std/math.glsl"
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								uniform sampler2D gbufferD;
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								uniform sampler2D tex;
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								uniform sampler2D sbase;
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								uniform sampler2D sdetail;
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								uniform sampler2D sfoam;
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								#ifdef _SSR
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								uniform mat4 P;
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								uniform mat3 V3;
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								#ifdef _CPostprocess
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								uniform vec3 PPComp9;
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								uniform vec3 PPComp10;
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								#endif
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								#endif
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								#ifdef _Rad
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								uniform sampler2D senvmapRadiance;
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								#endif
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								uniform float time;
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								uniform vec3 eye;
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								uniform vec3 eyeLook;
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								uniform vec2 cameraProj;
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								uniform vec3 ld;
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								uniform float envmapStrength;
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								in vec2 texCoord;
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								in vec3 viewRay;
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								out vec4 fragColor;
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								#ifdef _SSR
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								vec3 hitCoord;
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								float depth;
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								const int numBinarySearchSteps = 7;
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								const int maxSteps = int(ceil(1.0 / ssrRayStep) * ssrSearchDist);
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								vec2 getProjectedCoord(const vec3 hit) {
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									vec4 projectedCoord = P * vec4(hit, 1.0);
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									projectedCoord.xy /= projectedCoord.w;
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									projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
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									#ifdef _InvY
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									projectedCoord.y = 1.0 - projectedCoord.y;
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									#endif
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									return projectedCoord.xy;
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								}
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								float getDeltaDepth(const vec3 hit) {
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									depth = textureLod(gbufferD, getProjectedCoord(hit), 0.0).r * 2.0 - 1.0;
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									vec3 viewPos = getPosView(viewRay, depth, cameraProj);
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									return viewPos.z - hit.z;
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								}
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								vec4 binarySearch(vec3 dir) {
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									float ddepth;
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									for (int i = 0; i < numBinarySearchSteps; i++) {
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										dir *= 0.5;
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										hitCoord -= dir;
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										ddepth = getDeltaDepth(hitCoord);
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										if (ddepth < 0.0) hitCoord += dir;
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									}
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									// Ugly discard of hits too far away
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									#ifdef _CPostprocess
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										if (abs(ddepth) > PPComp9.z / 500) return vec4(0.0);
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									#else
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										if (abs(ddepth) > ssrSearchDist / 500) return vec4(0.0);
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									#endif
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									return vec4(getProjectedCoord(hitCoord), 0.0, 1.0);
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								}
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								vec4 rayCast(vec3 dir) {
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									#ifdef _CPostprocess
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										dir *= PPComp9.x;
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									#else
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										dir *= ssrRayStep;
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									#endif
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									for (int i = 0; i < maxSteps; i++) {
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										hitCoord += dir;
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										if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir);
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									}
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									return vec4(0.0);
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								}
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								#endif //SSR
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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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									// Above water
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									if (p.z > waterLevel) {
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										fragColor = vec4(0.0);
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										return;
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									}
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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 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 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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									// 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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									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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									#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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									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 reflected = reflect(normalize(viewPos), viewNormal);
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									hitCoord = viewPos;
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									#ifdef _CPostprocess
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										vec3 dir = reflected * (1.0 - rand(texCoord) * PPComp10.y * roughness) * 2.0;
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									#else
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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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									float screenEdgeFactor = clamp(1.0 - (deltaCoords.x + deltaCoords.y), 0.0, 1.0);
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									float reflectivity = 1.0 - roughness;
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									#ifdef _CPostprocess
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									float intensity = pow(reflectivity, PPComp10.x) * screenEdgeFactor * clamp(-reflected.z, 0.0, 1.0) * clamp((PPComp9.z - length(viewPos - hitCoord)) * (1.0 / PPComp9.z), 0.0, 1.0) * coords.w;
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									#else
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									float intensity = pow(reflectivity, ssrFalloffExp)*screenEdgeFactor*clamp(-reflected.z, 0.0, 1.0)*clamp((ssrSearchDist - length(viewPos - hitCoord))*(1.0 / ssrSearchDist), 0.0, 1.0)*coords.w;
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									#endif
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									intensity = clamp(intensity, 0.0, 1.0);
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									vec3 reflCol = textureLod(tex, coords.xy, 0.0).rgb;
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									fragColor.rgb = mix(refracted, reflCol * intensity * 0.5, waterReflect * fresnel * 0.5);
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									fragColor.rgb = mix(fragColor.rgb, reflectedEnv, waterReflect * fresnel);
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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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									// Foam
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									float fd = 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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									}
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								}
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