More water changes
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@@ -46,13 +46,22 @@ void meshMain(
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float2 base = VERT[i];
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float3 objectPos = float3(base.x, 0, base.y);
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float3 worldPos = params.offset + objectPos * params.extent + float3(groupID.x * params.extent, 0, groupID.y * params.extent);
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float lodDisplacement = 0;
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float3 camPos = pViewParams.cameraPos_WS.xyz;
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float cameraDistance = distance(worldPos, float3(camPos.x, 0, camPos.z)) / params.extent;
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if(params.numMeshes < 4)
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{
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lodDisplacement = exp(-(1 / (cameraDistance + 4)));
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}
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float3 displacement1 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile1, 0)).xyz * pWaterMaterial.contributeDisplacement1;
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float3 displacement2 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile2, 1)).xyz * pWaterMaterial.contributeDisplacement2;
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float3 displacement3 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile3, 2)).xyz * pWaterMaterial.contributeDisplacement3;
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float3 displacement4 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile4, 3)).xyz * pWaterMaterial.contributeDisplacement4;
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float3 displacement = displacement1 + displacement2 + displacement3 + displacement4;
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float4 clipPos = mul(vp, float4(worldPos, 1));
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float4 clipPos = mul(vp, float4(worldPos, 1));
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float ndcDepth = clipPos.z / clipPos.w;
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float depth = 1 - (-ndcDepth + 1.0f) / 2.0f;
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@@ -60,12 +69,14 @@ void meshMain(
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displacement = lerp(0.0f, displacement, pow(saturate(depth), pWaterMaterial.displacementDepthAttenuation));
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worldPos += displacement;
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worldPos.y = lodDisplacement;
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WaterVertex v;
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v.position_WS = worldPos;
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v.position_CS = mul(vp, float4(worldPos, 1));
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v.texCoord = worldPos.xz;
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v.depth = depth;
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v.lod = params.numMeshes;
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vertices[i] = v;
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}
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}
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