ocean shader small tweaks
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@@ -32,7 +32,7 @@ float4 main(PSIn input) : SV_TARGET
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[branch]
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if (GetCamera().texture_waterriples_index >= 0)
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{
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gradient.rg += bindless_textures_float2[GetCamera().texture_waterriples_index].SampleLevel(sampler_linear_clamp, ScreenCoord, 0).rg * 0.1;
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gradient.rg += bindless_textures_float2[GetCamera().texture_waterriples_index].SampleLevel(sampler_linear_clamp, ScreenCoord, 0).rg * 0.01;
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}
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Surface surface;
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@@ -119,7 +119,7 @@ float4 main(PSIn input) : SV_TARGET
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#if 1
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// FOAM:
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float foam_shore = saturate(exp(-water_depth * 2));
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float foam_shore = saturate(exp(-water_depth * 4));
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float foam_simplex = 0;
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foam_simplex += smoothstep(0, 0.8, noise_simplex_2D(surface.P.xz * 1 + GetTime()));
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foam_simplex += smoothstep(0, 0.8, noise_simplex_2D(surface.P.xz * 2 + GetTime()));
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