return old functionality back to the "hyper detailed waves" setting

This commit is contained in:
Xonk
2025-03-10 14:51:38 -04:00
parent 940a202327
commit f19a1f13d8

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