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#ifndef WATER_CG_INCLUDED
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#define WATER_CG_INCLUDED
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#include "UnityCG.cginc"
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half _GerstnerIntensity;
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inline half3 PerPixelNormal(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength)
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{
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half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw);
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bump.xy = bump.wy - half2(1.0, 1.0);
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half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1);
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return normalize(worldNormal);
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}
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inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength)
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{
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half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw);
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bump = bump * 0.5;
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half3 normal = UnpackNormal(bump);
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normal.xy *= bumpStrength;
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return normalize(normal);
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}
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inline half3 GetNormal(half4 tf) {
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#ifdef WATER_VERTEX_DISPLACEMENT_ON
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return half3(2,1,2) * tf.rbg - half3(1,0,1);
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#else
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return half3(0,1,0);
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#endif
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}
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inline half GetDistanceFadeout(half screenW, half speed) {
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return 1.0f / abs(0.5f + screenW * speed);
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}
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half4 GetDisplacement3(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB, sampler2D mapC)
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{
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half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed;
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#ifdef WATER_VERTEX_DISPLACEMENT_ON
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half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0));
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tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0));
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tf += tex2Dlod(mapC, half4(displacementUv.xw, 0.0,0.0));
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tf *= 0.333333;
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#else
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half4 tf = half4(0.5,0.5,0.5,0.0);
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#endif
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return tf;
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}
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half4 GetDisplacement2(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB)
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{
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half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed;
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#ifdef WATER_VERTEX_DISPLACEMENT_ON
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half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0));
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tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0));
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tf *= 0.5;
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#else
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half4 tf = half4(0.5,0.5,0.5,0.0);
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#endif
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return tf;
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}
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inline void ComputeScreenAndGrabPassPos (float4 pos, out float4 screenPos, out float4 grabPassPos)
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{
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0f;
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#endif
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screenPos = ComputeScreenPos(pos);
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grabPassPos.xy = ( float2( pos.x, pos.y*scale ) + pos.w ) * 0.5;
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grabPassPos.zw = pos.zw;
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}
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inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength, half2 perVertxOffset)
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{
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half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw);
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bump = bump * 0.5;
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half3 normal = UnpackNormal(bump);
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normal.xy *= bumpStrength;
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normal.xy += perVertxOffset;
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return normalize(normal);
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}
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inline half3 PerPixelNormalLite(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength)
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{
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half4 bump = tex2D(bumpMap, coords.xy);
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bump.xy = bump.wy - half2(0.5, 0.5);
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half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1);
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return normalize(worldNormal);
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}
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inline half4 Foam(sampler2D shoreTex, half4 coords, half amount)
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{
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half4 foam = ( tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw) ) - 0.125;
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foam.a = amount;
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return foam;
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}
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inline half4 Foam(sampler2D shoreTex, half4 coords)
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{
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half4 foam = (tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw)) - 0.125;
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return foam;
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}
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inline half Fresnel(half3 viewVector, half3 worldNormal, half bias, half power)
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{
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half facing = clamp(1.0-max(dot(-viewVector, worldNormal), 0.0), 0.0,1.0);
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half refl2Refr = saturate(bias+(1.0-bias) * pow(facing,power));
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return refl2Refr;
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}
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inline half FresnelViaTexture(half3 viewVector, half3 worldNormal, sampler2D fresnel)
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{
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half facing = saturate(dot(-viewVector, worldNormal));
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half fresn = tex2D(fresnel, half2(facing, 0.5f)).b;
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return fresn;
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}
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inline half2 GetTileableUv(half4 vertex)
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{
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// @NOTE: use worldSpaceVertex.xz instead of ws to make it rotation independent
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half2 ws = half2(_Object2World[0][3],_Object2World[2][3]);
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half2 tileableUv = (ws + vertex.xz/unity_Scale.w);
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return tileableUv;
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}
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inline void VertexDisplacementHQ( sampler2D mapA, sampler2D mapB,
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sampler2D mapC, half4 uv,
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half vertexStrength, half3 normal,
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out half4 vertexOffset, out half2 normalOffset)
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{
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half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0));
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tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0));
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tf += tex2Dlod(mapC, half4(uv.xw, 0.0,0.0));
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tf /= 3.0;
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tf.rga = tf.rga-half3(0.5,0.5,0.0);
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// height displacement in alpha channel, normals info in rgb
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vertexOffset = tf.a * half4(normal.xyz, 0.0) * vertexStrength;
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normalOffset = tf.rg;
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}
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inline void VertexDisplacementLQ( sampler2D mapA, sampler2D mapB,
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sampler2D mapC, half4 uv,
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half vertexStrength, half normalsStrength,
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out half4 vertexOffset, out half2 normalOffset)
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{
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// @NOTE: for best performance, this should really be properly packed!
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half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0));
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tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0));
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tf *= 0.5;
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tf.rga = tf.rga-half3(0.5,0.5,0.0);
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// height displacement in alpha channel, normals info in rgb
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vertexOffset = tf.a * half4(0,1,0,0) * vertexStrength;
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normalOffset = tf.rg * normalsStrength;
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}
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half4 ExtinctColor (half4 baseColor, half extinctionAmount)
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{
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// tweak the extinction coefficient for different coloring
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return baseColor - extinctionAmount * half4(0.15, 0.03, 0.01, 0.0);
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}
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half3 GerstnerOffsets (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir)
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{
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half3 offsets;
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offsets.x =
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steepness * amp * dir.x *
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cos( freq * dot( dir, xzVtx ) + speed * _Time.x);
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offsets.z =
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steepness * amp * dir.y *
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cos( freq * dot( dir, xzVtx ) + speed * _Time.x);
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offsets.y =
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amp * sin ( freq * dot( dir, xzVtx ) + speed * _Time.x);
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return offsets;
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}
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half3 GerstnerOffset4 (half2 xzVtx, half4 steepness, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD)
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{
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half3 offsets;
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half4 AB = steepness.xxyy * amp.xxyy * dirAB.xyzw;
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half4 CD = steepness.zzww * amp.zzww * dirCD.xyzw;
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half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx));
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half4 TIME = _Time.yyyy * speed;
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half4 COS = cos (dotABCD + TIME);
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half4 SIN = sin (dotABCD + TIME);
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offsets.x = dot(COS, half4(AB.xz, CD.xz));
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offsets.z = dot(COS, half4(AB.yw, CD.yw));
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offsets.y = dot(SIN, amp);
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return offsets;
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}
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half3 GerstnerNormal (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir)
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{
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half3 nrml = half3(0,0,0);
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nrml.x -=
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dir.x * (amp * freq) *
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cos(freq * dot( dir, xzVtx ) + speed * _Time.x);
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nrml.z -=
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dir.y * (amp * freq) *
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cos(freq * dot( dir, xzVtx ) + speed * _Time.x);
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return nrml;
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}
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half3 GerstnerNormal4 (half2 xzVtx, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD)
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{
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half3 nrml = half3(0,2.0,0);
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half4 AB = freq.xxyy * amp.xxyy * dirAB.xyzw;
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half4 CD = freq.zzww * amp.zzww * dirCD.xyzw;
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half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx));
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half4 TIME = _Time.yyyy * speed;
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half4 COS = cos (dotABCD + TIME);
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nrml.x -= dot(COS, half4(AB.xz, CD.xz));
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nrml.z -= dot(COS, half4(AB.yw, CD.yw));
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nrml.xz *= _GerstnerIntensity;
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nrml = normalize (nrml);
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return nrml;
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}
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void Gerstner ( out half3 offs, out half3 nrml,
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half3 vtx, half3 tileableVtx,
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half4 amplitude, half4 frequency, half4 steepness,
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half4 speed, half4 directionAB, half4 directionCD )
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{
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#ifdef WATER_VERTEX_DISPLACEMENT_ON
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offs = GerstnerOffset4(tileableVtx.xz, steepness, amplitude, frequency, speed, directionAB, directionCD);
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nrml = GerstnerNormal4(tileableVtx.xz + offs.xz, amplitude, frequency, speed, directionAB, directionCD);
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#else
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offs = half3(0,0,0);
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nrml = half3(0,1,0);
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#endif
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}
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#endif
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