2021-08-25 02:17:09 +00:00
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#version 330 core
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2021-08-26 20:51:46 +00:00
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layout(location = 0) out vec4 outGBuffer0;
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layout(location = 1) out vec4 outGBuffer1;
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2021-08-25 02:17:09 +00:00
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in vec4 waterTex1;
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in vec4 waterTex2;
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in mat3 TBN;
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in vec3 relpos;
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in vec2 TopoUV;
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uniform sampler2D perlin_normalmap;
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uniform sampler2D water_dudvmap;
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uniform sampler2D water_normalmap;
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uniform sampler2D water_colormap;
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uniform float WindE;
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uniform float WindN;
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uniform float WaveFreq;
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uniform float WaveAmp;
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uniform float WaveSharp;
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uniform float WaveAngle;
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uniform float WaveFactor;
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uniform float WaveDAngle;
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uniform float osg_SimulationTime;
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uniform vec3 fg_SunDirection;
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2023-04-07 06:17:37 +00:00
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// normal_encoding.glsl
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vec2 encode_normal(vec3 n);
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// color.glsl
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vec3 eotf_inverse_sRGB(vec3 srgb);
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void rotationmatrix(float angle, out mat4 rotmat)
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{
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rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
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sin( angle ), cos( angle ), 0.0, 0.0,
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0.0 , 0.0 , 1.0, 0.0,
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0.0 , 0.0 , 0.0, 1.0 );
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}
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// wave functions ///////////////////////
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struct Wave {
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float freq; // 2*PI / wavelength
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float amp; // amplitude
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float phase; // speed * 2*PI / wavelength
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vec2 dir;
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};
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Wave wave0 = Wave(1.0, 1.0, 0.5, vec2(0.97, 0.25));
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Wave wave1 = Wave(2.0, 0.5, 1.3, vec2(0.97, -0.25));
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Wave wave2 = Wave(1.0, 1.0, 0.6, vec2(0.95, -0.3));
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Wave wave3 = Wave(2.0, 0.5, 1.4, vec2(0.99, 0.1));
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float evaluateWave(in Wave w, vec2 pos, float t)
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{
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return w.amp * sin( dot(w.dir, pos) * w.freq + t * w.phase);
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}
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// derivative of wave function
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float evaluateWaveDeriv(Wave w, vec2 pos, float t)
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{
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return w.freq * w.amp * cos( dot(w.dir, pos)*w.freq + t*w.phase);
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}
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// sharp wave functions
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float evaluateWaveSharp(Wave w, vec2 pos, float t, float k)
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{
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return w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k);
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}
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float evaluateWaveDerivSharp(Wave w, vec2 pos, float t, float k)
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{
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return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1) * cos( dot(w.dir, pos)*w.freq + t*w.phase);
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}
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void sumWaves(float angle, float dangle, float windScale, float factor, out float ddx, float ddy)
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{
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mat4 RotationMatrix;
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float deriv;
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vec4 P = waterTex1 * 1024;
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rotationmatrix(radians(angle + dangle * windScale + 0.6 * sin(P.x * factor)), RotationMatrix);
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P *= RotationMatrix;
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P.y += evaluateWave(wave0, P.xz, osg_SimulationTime);
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deriv = evaluateWaveDeriv(wave0, P.xz, osg_SimulationTime );
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ddx = deriv * wave0.dir.x;
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ddy = deriv * wave0.dir.y;
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P.y += evaluateWave(wave1, P.xz, osg_SimulationTime);
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deriv = evaluateWaveDeriv(wave1, P.xz, osg_SimulationTime);
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ddx += deriv * wave1.dir.x;
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ddy += deriv * wave1.dir.y;
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P.y += evaluateWaveSharp(wave2, P.xz, osg_SimulationTime, WaveSharp);
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deriv = evaluateWaveDerivSharp(wave2, P.xz, osg_SimulationTime, WaveSharp);
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ddx += deriv * wave2.dir.x;
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ddy += deriv * wave2.dir.y;
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P.y += evaluateWaveSharp(wave3, P.xz, osg_SimulationTime, WaveSharp);
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deriv = evaluateWaveDerivSharp(wave3, P.xz, osg_SimulationTime, WaveSharp);
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ddx += deriv * wave3.dir.x;
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ddy += deriv * wave3.dir.y;
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}
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void main()
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{
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const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005);
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const vec4 sca2 = vec4(0.02, 0.02, 0.02, 0.02);
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const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25);
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mat4 RotationMatrix;
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float windEffect = sqrt(WindE*WindE + WindN*WindN) * 0.6;
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float windScale = 15.0/(3.0 + windEffect);
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float windEffect_low = 0.3 + 0.7 * smoothstep(0.0, 5.0, windEffect);
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float waveRoughness = 0.01 + smoothstep(0.0, 40.0, windEffect);
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float mixFactor = 0.2 + 0.02 * smoothstep(0.0, 50.0, windEffect);
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mixFactor = clamp(mixFactor, 0.3, 0.8);
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// sine waves
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float ddx, ddx1, ddx2, ddx3, ddy, ddy1, ddy2, ddy3;
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float angle;
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ddx = 0.0, ddy = 0.0;
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ddx1 = 0.0, ddy1 = 0.0;
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ddx2 = 0.0, ddy2 = 0.0;
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ddx3 = 0.0, ddy3 = 0.0;
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// there's no need to do wave patterns or foam for pixels which are so
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// far away that we can't actually see them
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// we only need detail in the near zone or where the sun reflection is
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int detail_flag;
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float dist = length(relpos);
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if ((dist > 15000.0) && (dot(normalize(vec3(fg_SunDirection.x, fg_SunDirection.y, 0.0) ), normalize(relpos)) < 0.7 )) {detail_flag = 0;}
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else {detail_flag = 1;}
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if (detail_flag == 1) {
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angle = 0.0;
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wave0.freq = WaveFreq ;
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wave0.amp = WaveAmp;
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wave0.dir = vec2 (0.0, 1.0); //vec2(cos(radians(angle)), sin(radians(angle)));
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angle -= 45;
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wave1.freq = WaveFreq * 2.0 ;
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wave1.amp = WaveAmp * 1.25;
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wave1.dir = vec2(0.70710, -0.7071); //vec2(cos(radians(angle)), sin(radians(angle)));
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angle += 30;
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wave2.freq = WaveFreq * 3.5;
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wave2.amp = WaveAmp * 0.75;
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wave2.dir = vec2(0.96592, -0.2588);// vec2(cos(radians(angle)), sin(radians(angle)));
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angle -= 50;
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wave3.freq = WaveFreq * 3.0 ;
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wave3.amp = WaveAmp * 0.75;
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wave3.dir = vec2(0.42261, -0.9063); //vec2(cos(radians(angle)), sin(radians(angle)));
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sumWaves(WaveAngle, -1.5, windScale, WaveFactor, ddx, ddy);
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sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1);
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//reset the waves
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angle = 0.0;
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float waveamp = WaveAmp * 0.75;
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wave0.freq = WaveFreq ;
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wave0.amp = waveamp;
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wave0.dir = vec2 (0.0, 1.0); //vec2(cos(radians(angle)), sin(radians(angle)));
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angle -= 20;
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wave1.freq = WaveFreq * 2.0 ;
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wave1.amp = waveamp * 1.25;
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wave1.dir = vec2(0.93969, -0.34202);// vec2(cos(radians(angle)), sin(radians(angle)));
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angle += 35;
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wave2.freq = WaveFreq * 3.5;
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wave2.amp = waveamp * 0.75;
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wave2.dir = vec2(0.965925, 0.25881); //vec2(cos(radians(angle)), sin(radians(angle)));
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angle -= 45;
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wave3.freq = WaveFreq * 3.0 ;
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wave3.amp = waveamp * 0.75;
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wave3.dir = vec2(0.866025, -0.5); //vec2(cos(radians(angle)), sin(radians(angle)));
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sumWaves(WaveAngle + WaveDAngle, -1.5, windScale, WaveFactor, ddx2, ddy2);
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sumWaves(WaveAngle + WaveDAngle, 1.5, windScale, WaveFactor, ddx3, ddy3);
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}
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vec4 disdis = texture(water_dudvmap, vec2(waterTex2 * tscale)* windScale) * 2.0 - 1.0;
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vec3 N0 = vec3(texture(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0);
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vec3 N1 = vec3(texture(perlin_normalmap, vec2(waterTex1 + disdis * sca) * windScale) * 2.0 - 1.0);
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N0 += vec3(texture(water_normalmap, vec2(waterTex1 * tscale) * windScale) * 2.0 - 1.0);
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N1 += vec3(texture(perlin_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0);
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rotationmatrix(radians(2.0 * sin(osg_SimulationTime * 0.005)), RotationMatrix);
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N0 += vec3(texture(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
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N1 += vec3(texture(perlin_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
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rotationmatrix(radians(-4.0 * sin(osg_SimulationTime * 0.003)), RotationMatrix);
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N0 += vec3(texture(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0);
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N1 += vec3(texture(perlin_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca) * windScale) * 2.0 - 1.0);
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N0 *= windEffect_low;
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N1 *= windEffect_low;
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N0.r += (ddx + ddx1 + ddx2 + ddx3);
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N0.g += (ddy + ddy1 + ddy2 + ddy3);
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vec3 N = normalize(mix(N0, N1, mixFactor) * waveRoughness);
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vec3 floorColor = eotf_inverse_sRGB(texture(water_colormap, TopoUV).rgb);
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outGBuffer0.rg = encode_normal(TBN * N);
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outGBuffer1.rgb = floorColor;
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}
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