Mats.
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@@ -48,40 +48,40 @@ float wave(vec2 v, float t, float f, vec2 d, float s)
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void main()
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{
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//transform vertex
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vec4 pos = vec4(position.xyz, 1.0);
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mat4 modelViewProj = modelview_projection_matrix;
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vec4 oPosition;
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//get view vector
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vec3 oEyeVec;
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oEyeVec.xyz = position.xyz-eyeVec;
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oEyeVec.xyz = pos.xyz-eyeVec;
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float d = length(oEyeVec.xy);
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float ld = min(d, 2560.0);
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vec3 lpos = position;
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lpos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
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pos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
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view.xyz = oEyeVec;
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d = clamp(ld/1536.0-0.5, 0.0, 1.0);
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d *= d;
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oPosition = vec4(lpos, 1.0);
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oPosition = vec4(position, 1.0);
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oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);
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oPosition = modelViewProj * oPosition;
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refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
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//get wave position parameter (create sweeping horizontal waves)
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vec3 v = lpos;
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vec3 v = pos.xyz;
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v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
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//push position for further horizon effect.
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vec4 pos;
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pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
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pos.w = 1.0;
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pos = modelview_matrix*pos;
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calcAtmospherics(view.xyz);
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calcAtmospherics(pos.xyz);
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//pass wave parameters to pixel shader
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