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tweak dirt_amount settings. add HYPER DETAILED WAVE misc setting
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@ -59,13 +59,17 @@ vec3 getWaveNormal(vec3 posxz, bool isLOD){
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// vary the normal's "smooth" factor as distance changes, to avoid noise from too much details.
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float range = pow(clamp(1.0 - length(posxz - cameraPosition)/(32*4),0.0,1.0),2.0);
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float deltaPos = mix(0.5, 0.1, range);
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float normalMult = 10.0;
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float normalMult = 10.0 * WATER_WAVE_STRENGTH;
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if(isLOD){
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normalMult = mix(5.0, normalMult, range);
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deltaPos = mix(0.9, deltaPos, range);
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}
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#ifdef HYPER_DETAILED_WAVES
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deltaPos = 0.025;
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#endif
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vec2 coord = posxz.xz;// - posxz.y;
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float h0 = getWaterHeightmap(coord);
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