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Tcsh

#include "/lib/settings.glsl"
layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
const ivec3 workGroups = ivec3(1, 1, 1);
#include "/lib/SSBOs.glsl"
uniform float frameTimeCounter;
uniform vec3 cameraPosition;
uniform vec3 relativeEyePosition;
#if IRIS_VERSION >= 11004
uniform vec3 relativeVehiclePosition;
uniform bool isRiding;
#endif
void main() {
#if WATER_INTERACTION == 2
if (abs(frameTimeCounter - lastFrameTimeCount) > WATER_SIM_FRAMETIME) {
lastFrameTimeCount = frameTimeCounter;
#if IRIS_VERSION >= 11004
if(isRiding) {
previousCameraPositionWave2 = cameraPosition - relativeVehiclePosition;
} else
#endif
{
previousCameraPositionWave2 = cameraPosition - relativeEyePosition;
}
}
#if IRIS_VERSION >= 11004
if(isRiding) {
previousCameraPositionWave = cameraPosition - relativeVehiclePosition;
} else
#endif
{
previousCameraPositionWave = cameraPosition - relativeEyePosition;
}
#endif
}