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Eclipse-Shader/shaders/dimensions/prepare3.csh
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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;
void main() {
#if WATER_INTERACTION == 2
if (abs(frameTimeCounter - lastFrameTimeCount) > WATER_SIM_FRAMETIME) {
lastFrameTimeCount = frameTimeCounter;
previousCameraPositionWave2 = cameraPosition-relativeEyePosition;
}
previousCameraPositionWave = cameraPosition-relativeEyePosition;
#endif
}