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return old functionality back to the "hyper detailed waves" setting
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@ -58,7 +58,7 @@ vec3 getWaveNormal(vec3 waterPos, vec3 playerpos, bool isLOD){
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float largeWavesCurved = pow(1.0-pow(1.0-largeWaves,2.5),4.5);
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float largeWavesCurved = pow(1.0-pow(1.0-largeWaves,2.5),4.5);
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#ifdef HYPER_DETAILED_WAVES
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#ifdef HYPER_DETAILED_WAVES
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float deltaPos = mix(1.0, 0.05, largeWavesCurved);
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float deltaPos = 0.025;
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#else
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#else
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float deltaPos = mix(1.0, 0.15, largeWavesCurved);
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float deltaPos = mix(1.0, 0.15, largeWavesCurved);
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// reduce high frequency detail as distance increases. reduces noise on waves. why have more details than pixels?
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// reduce high frequency detail as distance increases. reduces noise on waves. why have more details than pixels?
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