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fix water shader for macOS X GLSL compiler
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@@ -127,7 +127,7 @@ vec3 calcNormal(vec2 tc, float base) {
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#endif
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#endif
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#ifdef WATER_SIMULATE
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#ifdef WATER_SIMULATE
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float noise3(vec3 x) { // https://www.shadertoy.com/view/XslGRr
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float noise3D(vec3 x) { // https://www.shadertoy.com/view/XslGRr
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vec3 p = floor(x);
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vec3 p = floor(x);
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vec3 f = fract(x);
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vec3 f = fract(x);
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f = f * f * (3.0 - 2.0 * f);
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f = f * f * (3.0 - 2.0 * f);
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@@ -151,7 +151,7 @@ vec3 calcNormal(vec2 tc, float base) {
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const float vis = 0.995;
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const float vis = 0.995;
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v.y += (average - v.x) * vel;
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v.y += (average - v.x) * vel;
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v.y *= vis;
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v.y *= vis;
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v.x += v.y + noise3(vec3(tc * 32.0, uParam.w)) * 0.00025;
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v.x += v.y + noise3D(vec3(tc * 32.0, uParam.w)) * 0.00025;
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v *= texture2D(sMask, vMaskCoord).a;
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v *= texture2D(sMask, vMaskCoord).a;
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return vec4(v.xy, 0.0, 0.0);
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return vec4(v.xy, 0.0, 0.0);
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