@@ -43,53 +43,53 @@ float waveHeight(vec3 wavePos, bool base) {
4343
4444 waveTexCoord = MAT2_GOLDEN_ANGLE * (waveTexCoord + waveTime * - 0.025 );
4545
46- float amp = 0.4 ;
4746 float wave = 0.0 ;
4847
4948 if (base) {
5049 #ifdef DISTANT_HORIZONS
51- wave += amp * sampleNoise((waveTexCoord + curl + waveTime * 0.31 ) * vec2 (0.1 , 0.06 )) * 2.0 ; // 0.8
50+ wave += 0.4 * sampleNoise((waveTexCoord + curl + waveTime * 0.31 ) * vec2 (0.1 , 0.06 )) * 2.0 ; // 0.8
5251 #endif
53- wave += amp * sampleNoise((waveTexCoord + curl + waveTime * 0.29 ) * vec2 (0.5 , 0.8 )); // 1.2
52+ wave += 0.4 * sampleNoise((waveTexCoord + curl + waveTime * 0.29 ) * vec2 (0.5 , 0.8 )); // 1.2
5453 }
5554
5655 // base [0.0, 1.2]
5756
58- // detail [-0.8349056, 0.0]
59- amp *= - 0.38 ; // -0.152
57+ // detail [-0.83, 0.0]
6058 waveTexCoord = MAT2_GOLDEN_ANGLE * (waveTexCoord * 2.23 );
6159 curl = MAT2_GOLDEN_ANGLE * (curl * 1.85 );
6260 {
6361 waveTexCoordOgCurl = MAT2_GOLDEN_ANGLE * waveTexCoordOgCurl;
6462 vec2 curlCoord2 = waveTexCoordOgCurl * 0.72 ;
6563 curlCoord2 -= waveTime * 1.28 ;
6664 curlCoord2 -= (MAT2_GOLDEN_ANGLE * waveTime) * 1.57 ;
67- curl += textureLod(usam_waveHFCurl, curlCoord2, 0.0 ).rg * 0.021 ;
65+ curl += textureLod(usam_waveHFCurl, curlCoord2, 0.0 ).rg * 0.028 ;
6866 }
6967
70- wave += amp * sampleNoise((waveTexCoord + curl - waveTime * 0.86 ) * vec2 (- 0.85 , 0.52 )); // -0.152
68+ wave += - 0.12 * sampleNoise((waveTexCoord + curl - waveTime * 0.86 ) * vec2 (- 0.85 , 0.52 )); // -0.152
7169
72- amp *= 2.08 ; // -0.31616
7370 waveTexCoord = MAT2_GOLDEN_ANGLE * (waveTexCoord * 1.03 - waveTime * 2.17 );
7471 curl = MAT2_GOLDEN_ANGLE * (curl * 1.65 );
7572
76- wave += amp * (sampleNoise((waveTexCoord + curl) * vec2 (- 0.13 , - 0.36 ))) * 2.0 ; // -0.78432
73+ wave += - 0.59 * (sampleNoise((waveTexCoord + curl) * vec2 (- 0.13 , - 0.36 ))); // -0.63232
7774
78- amp *= 0.16 ; // -0.0505856
79- waveTexCoord = MAT2_GOLDEN_ANGLE * (waveTexCoord * 2.02 - waveTime * 2.48 );
80- curl = MAT2_GOLDEN_ANGLE * (curl * 1.25 );
75+ waveTexCoord = MAT2_GOLDEN_ANGLE * (waveTexCoord * 1.58 - waveTime * 1.48 );
76+ curl = MAT2_GOLDEN_ANGLE * (curl * 1.35 );
8177
8278 {
8379 waveTexCoordOgCurl = MAT2_GOLDEN_ANGLE * waveTexCoordOgCurl;
8480 vec2 curlCoord2 = waveTexCoordOgCurl;
85- curlCoord2 = curlCoord2 * 1.99 ;
81+ curlCoord2 = curlCoord2 * 2.33 ;
8682 curlCoord2 += sin (timeV * 6.1 + 2.1 ) * 0.032 * CURL_DIR;
87- curlCoord2 -= waveTime * 2.57 ;
83+ curlCoord2 -= waveTime * 2.07 ;
8884 curlCoord2 -= (MAT2_GOLDEN_ANGLE * waveTime) * 1.43 ;
89- curl += textureLod(usam_waveHFCurl, curlCoord2, 0.0 ).rg * 0.038 ;
85+ curl += textureLod(usam_waveHFCurl, curlCoord2, 0.0 ).rg * 0.078 ;
9086 }
87+ wave += - 0.07 * sampleNoise((waveTexCoord + curl) * vec2 (- 0.57 , - 0.69 ) + waveTime * vec2 (3.2 , - 5.1 )); // -0.8349056
9188
92- wave += amp * sampleNoise((waveTexCoord + curl) * vec2 (- 0.57 , - 0.89 ) + waveTime * vec2 (1.6 , - 5.8 )); // -0.8349056
89+ waveTexCoord = MAT2_GOLDEN_ANGLE * (waveTexCoord * 1.97 - waveTime * 1.38 );
90+ curl = MAT2_GOLDEN_ANGLE * (curl * 1.73 );
91+
92+ wave += - 0.05 * sampleNoise((waveTexCoord + curl) * vec2 (0.4 , 0.6 ) - waveTime * vec2 (1.1 , 1.1 )); // -0.8601984
9393
9494 return wave;
9595}
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