water shader
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@@ -95,7 +95,7 @@ impl Map {
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let d = (r as f32) / (radius as f32);
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let cur = *h;
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let h2 = cur - depth;
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*h = h2.lerp(cur, d * d);
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*h = h2.lerp(cur, d * d).max(0.);
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return p.to_chunk_index(width);
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});
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