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float GetApproxDistance(float depth) {
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return near * far / (far - depth * far);
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}
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vec2 DoRefraction(inout vec3 color, inout float z0, inout float z1, vec3 viewPos, float lViewPos) {
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// Prep
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if (int(texelFetch(colortex6, texelCoord, 0).g * 255.1) != 241) return texCoord.xy;
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float fovScale = gbufferProjection[1][1];
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vec3 playerPos = ViewToPlayer(viewPos.xyz);
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vec3 worldPos = playerPos.xyz + cameraPosition.xyz;
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vec2 worldPosRM = worldPos.xz * 0.02 + worldPos.y * 0.01 + 0.01 * frameTimeCounter;
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vec2 refractNoise = texture2DLod(noisetex, worldPosRM, 0.0).rb - vec2(0.5);
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refractNoise *= WATER_REFRACTION_INTENSITY * fovScale / (3.0 + lViewPos);
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#if WATER_STYLE < 3
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refractNoise *= 0.015;
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#else
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refractNoise *= 0.02;
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#endif
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// Check
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float approxDif = GetApproxDistance(z1) - GetApproxDistance(z0);
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refractNoise *= clamp(approxDif, 0.0, 1.0);
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vec2 refractCoord = texCoord.xy + refractNoise;
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if (int(texture2D(colortex6, refractCoord).g * 255.1) != 241) return texCoord.xy;
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float z0check = texture2D(depthtex0, refractCoord).r;
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float z1check = texture2D(depthtex1, refractCoord).r;
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float approxDifCheck = GetApproxDistance(z1check) - GetApproxDistance(z0check);
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refractNoise *= clamp(approxDifCheck, 0.0, 1.0);
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// Sample
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refractCoord = texCoord.xy + refractNoise;
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color = texture2D(colortex0, refractCoord).rgb;
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z0 = texture2D(depthtex0, refractCoord).r;
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z1 = texture2D(depthtex1, refractCoord).r;
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return refractCoord;
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}
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