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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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#ifndef d_WaveHarmonic_Crest_SurfaceFacing
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#define d_WaveHarmonic_Crest_SurfaceFacing
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Constants.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Macros.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Settings.Crest.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Helpers.hlsl"
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TEXTURE2D_X(_Crest_WaterMaskTexture);
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m_CrestNameSpace
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bool IsUnderWater(const bool i_FrontFace, const int i_ForceUnderwater, const uint2 i_PositionSS)
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{
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bool underwater = false;
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// Use mask.
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if (i_ForceUnderwater == 0)
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{
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underwater = LOAD_TEXTURE2D_X(_Crest_WaterMaskTexture, i_PositionSS).r <= CREST_MASK_BELOW_SURFACE;
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}
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else
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{
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underwater = IsUnderWater(i_FrontFace, i_ForceUnderwater);
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}
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return underwater;
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}
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m_CrestNameSpaceEnd
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#endif // d_WaveHarmonic_Crest_SurfaceFacing
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