Concentrated water mesh density
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8ee555a700
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@ -48,10 +48,10 @@ float DisplaceWater(vec2 worldPos){
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vec2 waveCoord2 = worldPos.xy * 0.02344 + vec2(.154, .7315);
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vec4 wave = texture2DLod(waveTexture1, waveCoord.xy, 1.).xyzw;
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vec4 wave = texture2DLod(waveTexture1, waveCoord.xy, 0.).xyzw;
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float disp = mix(-0.1, 0.1, wave.w) * 1.;
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vec4 wave2 = texture2DLod(waveTexture2, waveCoord.zw, 2.).xyzw;
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vec4 wave2 = texture2DLod(waveTexture2, waveCoord.zw, 0.).xyzw;
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disp += mix(-0.1, 0.1, wave2.w) * 0.5;
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wave2 = texture2DLod(waveTexture3, waveCoord2.xy, 0.).xyzw;
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@ -638,6 +638,11 @@ namespace spades {
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Vertex v;
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v.x = (float)(x) * meshSizeInv;
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v.y = (float)(y) * meshSizeInv;
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// higher density near the camera
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v.x *= v.x * v.x;
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v.y *= v.y * v.y;
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vertices.push_back(v);
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}
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}
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