Make a distinction between ocean and non-ocean, for which a flag was already available, when animating moving ice-texures.
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1 changed files with 4 additions and 1 deletions
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@ -563,7 +563,10 @@ void main(void)
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// add ice
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vec4 ice_texel = texture2D(ice_texture, gl_TexCoord[0].st);
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vec2 ice_tex_pos;
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if (ocean_flag == 0) ice_tex_pos = gl_TexCoord[0].st;
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else ice_tex_pos = vec2(waterTex2) * 0.2;
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vec4 ice_texel = texture2D(ice_texture, ice_tex_pos);
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float nSum = 0.5 * (noise_250m + noise_50m);
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float mix_factor = smoothstep(1.0 - ice_cover, 1.04-ice_cover, nSum);
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