slower water
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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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