Fixed water rendering somewhat
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@@ -1,9 +1,15 @@
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struct WaterPayload
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{
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float2 offset;
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float3 offset;
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float extent;
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};
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struct WaterTile
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{
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int2 location;
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float extent;
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float height;
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};
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}
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struct WaterVertex
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{
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@@ -58,7 +64,7 @@ struct MaterialParams
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Texture2DArray<float2> slopeTextures;
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TextureCube environmentMap;
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SamplerState sampler;
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StructuredBuffer<WaterPayload> tiles;
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StructuredBuffer<WaterTile> tiles;
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};
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layout(set = 1)
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ParameterBlock<MaterialParams> pWaterMaterial;
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