First blood
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precision lowp float;
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uniform sampler2D Texture;
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uniform sampler2D NormalMap;
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uniform vec3 CamPos;
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uniform float WaterScale;
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varying vec2 texCoord;
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uniform float Time;
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void main()
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{
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vec2 localTexCoord = texCoord;
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vec3 camVec = CamPos.xyz;
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float len = length(camVec);
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float squeeze = 0.5*(len / CamPos.y );
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squeeze = min(squeeze, 4.0);
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//if (squeeze>15.0) squeeze = 15.0;
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vec3 v3 = vec3(0.0,1.0,0.0);
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vec3 v2 = vec3(1.0,0.0,0.0);
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vec3 v1 = vec3(0.0,0.0,1.0);
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mat3 rot;
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rot[0] = v1;
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rot[1] = v2;
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rot[2] = v3;
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float sinx = 0.025*sin(Time+localTexCoord.x*2.0);
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vec3 NVec1 = texture2D(NormalMap, vec2(-Time*0.04 + localTexCoord.x*WaterScale + sinx, -Time*0.04 + squeeze*localTexCoord.y*WaterScale - sinx)).rgb;
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vec3 NVec2 = texture2D(NormalMap, vec2( Time*0.04 + squeeze*localTexCoord.y*WaterScale - sinx, -Time*0.04 + (1.0-localTexCoord.x)*WaterScale + sinx)).rgb;
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NVec1 = (NVec1 -0.5) * 2.0;
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NVec2 = (NVec2 -0.5) * 2.0;
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vec3 NVec = 0.5*NVec1 + 0.5*NVec2;
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NVec = rot * NVec;
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float d = 1.0/(len+0.05);
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d = min(d, 2.0);
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localTexCoord.x = max(min(localTexCoord.x + d * NVec.x, 1.0), 0.0);
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localTexCoord.y = max(min(localTexCoord.y - d * NVec.z, 1.0), 0.0);
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vec4 specular = vec4(0.8, 0.8, 0.8, 1.0)* (1.0-pow(max(dot(vec3(0.0,1.0,0.0), normalize(NVec)),0.0),2.0));
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gl_FragColor = texture2D(Texture, localTexCoord).rgba + specular + vec4(0.0, 0.05, 0.1, 0.0);
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}
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