Rename samplers in sea shader.
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		@ -28,8 +28,8 @@ uniform float u_sea_phase;
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#define u_up u_view[2].xyz
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#define u_origin u_view[3].xyz
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layout(binding=0) uniform highp sampler2DArray u_sea_polar_sampler;
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layout(binding=1) uniform highp sampler2D u_sea_detail_sampler;
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layout(binding=0) uniform highp sampler2DArray u_polar_sampler;
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layout(binding=1) uniform highp sampler2D u_detail_sampler;
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const float c_sea_radius = 637.1;
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const float c_sea_radius_sq = c_sea_radius * c_sea_radius;
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@ -68,13 +68,13 @@ void main(void) {
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        }
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        float t = sqrt(length(sea_position)); //TODO: more accurate
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        vec3 sea_polar1 = normalize(
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            c_normal_shift + texture(u_sea_polar_sampler, vec3(s, t + u_sea_phase, 0.0)).xyz * c_normal_scale);
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            c_normal_shift + texture(u_polar_sampler, vec3(s, t + u_sea_phase, 0.0)).xyz * c_normal_scale);
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        vec3 sea_polar2 = normalize(
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            c_normal_shift + texture(u_sea_polar_sampler, vec3(s, t - u_sea_phase, 1.0)).xyz * c_normal_scale);
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            c_normal_shift + texture(u_polar_sampler, vec3(s, t - u_sea_phase, 1.0)).xyz * c_normal_scale);
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        //TODO: vec2
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        s = (u_sea_phase + dot(sea_position, u_right)) * c_detail_scale;
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        t = (u_sea_phase + dot(sea_position, u_forward)) * c_detail_scale;
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        vec3 sea_detail = normalize(c_normal_shift + texture(u_sea_detail_sampler, vec2(s, t)).xyz * c_normal_scale);
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        vec3 sea_detail = normalize(c_normal_shift + texture(u_detail_sampler, vec2(s, t)).xyz * c_normal_scale);
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        //TODO: better blending, with earth normal
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        vec4 normal = u_view * vec4(normalize(sea_polar1 + sea_polar2 + sea_detail), 0.0);
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        float d = max(0.0, dot(normal.xyz, u_light_direction));
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