reduce diffuse component impact
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@@ -159,7 +159,7 @@
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//gl_FragColor = vec4(diffuse * oceanColor,1.0); //Render only diffuse component
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//gl_FragColor = vec4(normal,1.0); //show Normal map
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//gl_FragColor = vec4(displace.x,displace.x,displace.x,1.0); //Show Perlin Noise texture deactivate vertex distrotion before
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gl_FragColor = vec4((mix(oceanColor + (oceanColor*ssScateringCoef),skyColor,fresnel).xyz), 1.0); //All combined
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gl_FragColor = vec4(clamp(diffuse,0.97,1.0) * (mix(oceanColor + (oceanColor*ssScateringCoef),skyColor*0.8,fresnel).xyz), 1.0); //All combined
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}
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</script>
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<script id="default-vs" type="x-shader/x-vertex">
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