slower water
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e929b2500e
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@ -1,9 +1,9 @@
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[gd_scene load_steps=8 format=3 uid="uid://cbs0x36e3ranm"]
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[ext_resource type="MeshLibrary" uid="uid://bo7ir5us230sa" path="res://assets/tilesets/tileset.tres" id="1_l447d"]
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[ext_resource type="MeshLibrary" uid="uid://dwo1m72yajrb1" path="res://assets/tilesets/tileset.tres" id="1_l447d"]
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[ext_resource type="PackedScene" uid="uid://b5gb5paiupum" path="res://player/player.tscn" id="2_ojnju"]
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[ext_resource type="PackedScene" uid="uid://2pw0p13lcklv" path="res://buildings/kash_buildings/factory.tscn" id="3_08gdj"]
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[ext_resource type="AudioStream" uid="uid://bba7tiqty57ek" path="res://music/jazz.ogg" id="3_brvx4"]
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[ext_resource type="AudioStream" uid="uid://byo1w5vecks0m" path="res://music/jazz.ogg" id="3_brvx4"]
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[ext_resource type="PackedScene" uid="uid://c2casdi4d2o3j" path="res://shaders/water_plane.tscn" id="3_ga7wg"]
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[sub_resource type="Environment" id="Environment_lo4sd"]
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@ -9,7 +9,7 @@ uniform sampler2D texture_normal2;
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uniform sampler2D texture_image;
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uniform vec2 wave_direction = vec2(2.0,0.0);
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uniform vec2 wave_direction2 = vec2(0.0,1.0);
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uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.005;
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uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.0;
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float fresnel(float amount, vec3 normal, vec3 view){
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return pow((1.0 - clamp(dot(normalize(normal), normalize(view)),0.0,1.0)),amount);
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@ -38,7 +38,7 @@ shader_parameter/metallic = 0.0
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shader_parameter/roughness = 0.02
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shader_parameter/wave_direction = Vector2(2, 0)
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shader_parameter/wave_direction2 = Vector2(0, 1)
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shader_parameter/time_scale = 0.025
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shader_parameter/time_scale = 0.005
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shader_parameter/texture_normal = SubResource("NoiseTexture2D_ntr7e")
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shader_parameter/texture_normal2 = SubResource("NoiseTexture2D_wvpl0")
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shader_parameter/texture_image = ExtResource("2_83coh")
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