Refactor OceanLOD and constants for improved LOD management and grid size adjustments
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@@ -452,19 +452,10 @@
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displacement += gerstnerWave(pos, time * 2.5, vec2(0.7, -0.7), 0.03 * heightMod, 0.18, t, b);
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tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
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displacement += gerstnerWave(pos, time * 2.8, vec2(-0.8, 0.6), 0.025 * heightMod, 0.15, t, b);
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displacement += gerstnerWave(pos, time * 3.0, vec2(-0.8, 0.6), 0.025 * heightMod, 0.12, t, b);
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tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
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displacement += gerstnerWave(pos, time * 3.0, vec2(0.5, 0.85), 0.02 * heightMod, 0.12, t, b);
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tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
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displacement += gerstnerWave(pos, time * 3.2, vec2(-0.95, -0.3), 0.018 * heightMod, 0.10, t, b);
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tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
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displacement += gerstnerWave(pos, time * 3.5, vec2(0.3, -0.95), 0.015 * heightMod, 0.08, t, b);
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tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
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displacement += gerstnerWave(pos, time * 3.8, vec2(-0.6, 0.8), 0.012 * heightMod, 0.06, t, b);
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displacement += gerstnerWave(pos, time * 3.5, vec2(0.5, -0.9), 0.02 * heightMod, 0.08, t, b);
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tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
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// Store wave height for fragment shader
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