feat(render): animate water with native EMBM waves
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@@ -19,7 +19,7 @@ layout(location = 5) out vec3 out_base_diffuse;
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layout(location = 6) out vec3 out_base_specular;
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layout(location = 7) out vec3 out_overlay_diffuse;
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layout(location = 8) out vec3 out_overlay_specular;
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layout(location = 9) out float out_world_z;
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layout(location = 9) out vec3 out_world_position;
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layout(std140, set = 0, binding = 4) uniform FrameConstants {
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mat4 clip_from_world;
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@@ -33,6 +33,8 @@ layout(std140, set = 0, binding = 4) uniform FrameConstants {
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vec4 fog_color;
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vec4 fog_distances;
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vec4 camera_position;
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vec4 embm_bounds;
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vec4 embm_wave;
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} frame;
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layout(std430, set = 0, binding = 5) readonly buffer MaterialSpecular {
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@@ -242,7 +244,7 @@ LightingTerms native_material_lighting(
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}
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void main() {
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out_world_z = in_position.z;
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out_world_position = in_position;
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out_color = in_color;
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out_uv = in_uv;
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out_detail_uv = in_detail_uv;
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