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Increase distotion level
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@ -122,7 +122,8 @@ void main(void)
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float distToCenter = length(rippleMapUV - vec2(0.5));
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float blendClose = smoothstep(0.001, 0.02, distToCenter);
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float blendFar = 1.0 - smoothstep(0.3, 0.4, distToCenter);
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rippleAdd += vec3(texture2D(rippleMap, rippleMapUV).ba * blendFar * blendClose, 0.0);
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float distortionLevel = 2.0;
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rippleAdd += distortionLevel * vec3(texture2D(rippleMap, rippleMapUV).ba * blendFar * blendClose, 0.0);
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vec2 bigWaves = vec2(BIG_WAVES_X,BIG_WAVES_Y);
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vec2 midWaves = mix(vec2(MID_WAVES_X,MID_WAVES_Y),vec2(MID_WAVES_RAIN_X,MID_WAVES_RAIN_Y),rainIntensity);
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