// MinecraftPT — Ripple // Rain-induced ripple normal map for water surfaces. #ifndef RIPPLE_GLSL uniform sampler2D ripple2D; #define RIPPLE_GLSL vec2 GetRippleNormal(vec3 worldPos, float time){ vec2 coord = worldPos.xz * 0.1; vec2 ripple = textureLod(ripple2D, fract(coord + time * 0.02), 0.0).rg; return ripple * 2.0 - 1.0; } #endif