fix: stabilize water depth and rounded mask
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@@ -1,7 +1,9 @@
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export const WATER_VERTEX_SHADER = /* glsl */ `
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varying vec2 vUv;
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varying vec2 vWorldPos;
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void main() {
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vUv = uv;
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vec4 worldPosition = modelMatrix * vec4(position, 1.0);
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vWorldPos = worldPosition.xz;
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gl_Position = projectionMatrix * viewMatrix * worldPosition;
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@@ -20,6 +22,8 @@ export const WATER_FRAGMENT_SHADER = /* glsl */ `
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uniform float uNoiseScale;
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uniform float uNoiseFlowSpeed;
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uniform float uDistortAmount;
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uniform float uBorderRadius;
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uniform float uBorderSoftness;
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uniform vec3 uDeepColor;
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uniform vec3 uMidColor;
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uniform float uMidPos;
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@@ -27,8 +31,18 @@ export const WATER_FRAGMENT_SHADER = /* glsl */ `
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uniform float uOpacity;
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uniform float uDeepOpacity;
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varying vec2 vUv;
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varying vec2 vWorldPos;
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float roundedBoxMask(vec2 uv, float radius, float softness) {
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vec2 centeredUv = uv * 2.0 - 1.0;
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vec2 boxSize = vec2(1.0 - radius);
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vec2 distanceToEdge = abs(centeredUv) - boxSize;
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float outsideDistance = length(max(distanceToEdge, 0.0)) - radius;
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return 1.0 - smoothstep(-softness, softness, outsideDistance);
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}
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vec2 hash2(vec2 p) {
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p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)));
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return fract(sin(p) * 43758.5453);
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@@ -126,6 +140,11 @@ export const WATER_FRAGMENT_SHADER = /* glsl */ `
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inSecondSegment
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);
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float alpha = mix(uDeepOpacity, 1.0, ramp) * uOpacity;
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alpha *= roundedBoxMask(vUv, uBorderRadius, uBorderSoftness);
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if (alpha < 0.01) {
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discard;
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}
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gl_FragColor = vec4(color, alpha);
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}
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