Water: distortions
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@@ -28,13 +28,17 @@ uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 modelMatrix;
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)
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const float tiling = 0.012;
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MAIN_PARAMETERS
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IN(vec4 position, POSITION)
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OUT(vec4 clipSpace, TEXCOORD0)
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OUT(vec2 textureCoords, TEXCOORD1)
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MAIN_DECLARATION
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{
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clipSpace = projectionMatrix * viewMatrix * modelMatrix * vec4(position.xyz, 1.0);
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vec4 worldPos = modelMatrix * vec4(position.xyz, 1.0);
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gl_Position = clipSpace;
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textureCoords = vec2(worldPos.x / 2.0 + 0.5, worldPos.z / 2.0 + 0.5) * tiling;
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}
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#else
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