INV_PI
#
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Used by 1 shader in bevy-aqua-core 0.1.3
const
INV_PI:
f32
=
0.31830988618
CREST_FOAM_WHITE_COLOR
#
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Used by 1 shader in bevy-aqua-core 0.1.3
const
CREST_FOAM_WHITE_COLOR:
vec4 <f32 >
=
vec4(
1.0, 0.99634784, 0.97199994, 0.6862745,
)
CREST_FOAM_BUBBLE_COLOR
#
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const
CREST_FOAM_BUBBLE_COLOR:
vec3 <f32 >
=
vec3(0.64, 0.83, 0.82)
CREST_FOAM_BUBBLE_PARALLAX
#
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const
CREST_FOAM_BUBBLE_PARALLAX:
f32
=
0.14
CREST_FOAM_BUBBLE_COVERAGE
#
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const
CREST_FOAM_BUBBLE_COVERAGE:
f32
=
1.68
CREST_FOAM_NORMAL_STRENGTH
#
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Used by 1 shader in bevy-aqua-core 0.1.3
const
CREST_FOAM_NORMAL_STRENGTH:
f32
=
3.5
CREST_FOAM_SPECULAR_FALLOFF
#
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Used by 1 shader in bevy-aqua-core 0.1.3
const
CREST_FOAM_SPECULAR_FALLOFF:
f32
=
293.0
CREST_FOAM_SPECULAR_BOOST
#
Copy import statement
Used by 1 shader in bevy-aqua-core 0.1.3
const
CREST_FOAM_SPECULAR_BOOST:
f32
=
0.15
FINE_FOAM_ROTATION
#
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const
FINE_FOAM_ROTATION:
mat2x2 <f32 >
=
mat2x2(
vec2(0.798636, 0.601815),
vec2(-0.601815, 0.798636),
)
FINE_FOAM_SCALE
#
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const
FINE_FOAM_SCALE:
f32
=
0.55
CREST_FOAM_LINEAR_MEAN
#
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const
CREST_FOAM_LINEAR_MEAN:
f32
=
0.426906
cubic_weights
#
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sample_foam_bicubic
#
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fn
sample_foam_bicubic
(
)
->
f32
sample_foam_cascade
#
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fn
sample_foam_cascade
(
)
->
f32
sample_foam_density
#
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fn
sample_foam_density
(
)
->
f32
surface_foam_mask
#
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Used by 1 shader in bevy-aqua-core 0.1.3
fn
surface_foam_mask
(
)
->
f32
river_streak_density
#
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Used by 1 shader in bevy-aqua-core 0.1.3
fn
river_streak_density
(
)
->
f32
foam_bubble_colour
#
Copy import statement
Used by 1 shader in bevy-aqua-core 0.1.3
fn
foam_bubble_colour
(
)
->
vec3 <f32 >
local_foam_light
#
Copy import statement
Used by 1 shader in bevy-aqua-core 0.1.3
fn
local_foam_light
(
)
->
vec3 <f32 >
Contents
GodotOceanWaves
water.gdshader: cubic B-spline weights for the GPU Gems 2 four-bilinear-tap approximation to bicubic filtering.