GT6 and shaders (because I can)

I have fixed this line in RRe36, atleast. The difference in height is 0.015 in this formula

float wave = (waveStrength + (rainStrength*0.125)) * sin(3 * PI * (frameTimeCounter*0.75 + worldpos.x /  7.0 + worldpos.z / 13.0)) 
+ waveStrength * sin(2 * PI * (frameTimeCounter*0.6 + worldpos.x / 11.0 + worldpos.z /  5.0)) + 0.015;
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