opengl: Updated water shader precision
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@ -7,7 +7,7 @@ uniform float[4] waterNoise;
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out vec4 final_color;
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float getDetail(vec3 location) {
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return max(min(pow(length(location - cameraLocation) * 0.002, 2.0), 0.01), 0.000001);
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return max(min(pow(length(location - cameraLocation) * 0.001, 2.0), 0.01), 0.00002);
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}
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void main(void)
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