Refactor fishing surfaces around authored water
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11 changed files with 198 additions and 172 deletions
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@ -515,9 +515,10 @@ void fragment() {
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water_alpha + shoreline_foam * shoreline_opacity_boost,
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0.98
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);
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// Preserve most of the water layer at exact terrain contact. Fully fading
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// it exposed the sand texture as a broken tan seam along the water plane.
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water_alpha *= mix(0.82, 1.0, contact_stability);
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// The authored water-body height is also the casting authority. Fade the
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// visual layer completely at exact terrain contact so dry land cannot look
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// fishable while the stable sub-surface water remains visible.
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water_alpha *= contact_stability;
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float surface_mottle = value_noise(
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world_position.xz * surface_mottle_scale
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