final ? 4095
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@ -287,10 +287,9 @@ float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) {
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}
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vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye) {
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vec3 color = SEA_BASE + diffuse(n,l,60.0) * SEA_WATER_COLOR * 0.3;
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float fresnel = pow(clamp(1.-dot(n, -eye), 0., 1.), .9);
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color -= vec3(0.73, 0.15, 0.66) * fresnel;
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color -= vec3(0.73, 0.15, 0.66) * pow(clamp(1.-dot(n, -eye), 0., 1.), .7);
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color += vec3(specular(n,l,eye,60.0))*0.2;
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return color;
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}
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