Rename samplers in sea shader.
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		@ -205,9 +205,8 @@ def create_scene(keyboard, mouse):
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                        PerfNode('tests_batch',
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					                        PerfNode('tests_batch',
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                            DrawNode(tests_batch))))),
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					                            DrawNode(tests_batch))))),
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            FuncNode(update_sea, (camera, sea_phase)),
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					            FuncNode(update_sea, (camera, sea_phase)),
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            TextureNode({
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					            TextureNode(
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                sea_shader.u_sea_polar_sampler: sea_polar_textures,
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					                {sea_shader.u_polar_sampler: sea_polar_textures, sea_shader.u_detail_sampler: sea_detail_texture},
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                sea_shader.u_sea_detail_sampler: sea_detail_texture},
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                ShaderNode(sea_shader,
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					                ShaderNode(sea_shader,
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                    InputNode(sea_shader, camera, environment, sea_phase),
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					                    InputNode(sea_shader, camera, environment, sea_phase),
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                    PerfNode('sea_triangles',
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					                    PerfNode('sea_triangles',
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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_up u_view[2].xyz
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#define u_origin u_view[3].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=0) uniform highp sampler2DArray u_polar_sampler;
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layout(binding=1) uniform highp sampler2D u_sea_detail_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 = 637.1;
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const float c_sea_radius_sq = c_sea_radius * c_sea_radius;
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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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					        }
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        float t = sqrt(length(sea_position)); //TODO: more accurate
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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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					        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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					        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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					        //TODO: vec2
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        s = (u_sea_phase + dot(sea_position, u_right)) * c_detail_scale;
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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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					        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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					        //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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					        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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					        float d = max(0.0, dot(normal.xyz, u_light_direction));
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