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@ -132,7 +132,6 @@ vec2 normalCoords(vec2 uv, float scale, float speed, float time, float timer1, f
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return uv * (WAVE_SCALE * scale) + WIND_DIR * time * (WIND_SPEED * speed) -(previousNormal.xy/previousNormal.zz) * WAVE_CHOPPYNESS + vec2(time * timer1,time * timer2);
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return uv * (WAVE_SCALE * scale) + WIND_DIR * time * (WIND_SPEED * speed) -(previousNormal.xy/previousNormal.zz) * WAVE_CHOPPYNESS + vec2(time * timer1,time * timer2);
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}
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}
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varying vec3 screenCoordsPassthrough;
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varying vec4 position;
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varying vec4 position;
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varying float linearDepth;
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varying float linearDepth;
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@ -152,6 +151,8 @@ uniform vec3 nodePosition;
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uniform float rainIntensity;
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uniform float rainIntensity;
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uniform vec2 screenRes;
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#define PER_PIXEL_LIGHTING 0
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#define PER_PIXEL_LIGHTING 0
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#include "shadows_fragment.glsl"
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#include "shadows_fragment.glsl"
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@ -178,8 +179,7 @@ void main(void)
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float shadow = unshadowedLightRatio(linearDepth);
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float shadow = unshadowedLightRatio(linearDepth);
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vec2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z;
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vec2 screenCoords = gl_FragCoord.xy / screenRes;
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screenCoords.y = (1.0-screenCoords.y);
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#define waterTimer osg_SimulationTime
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#define waterTimer osg_SimulationTime
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