 
 
 [FragmentShader]
+#line 194
 
 in data {
 	vec3 worldPos;

    	uv *= octave_m; freq *= 1.9; amp *= 0.22;
        choppy = mix(choppy,1.0,0.2);
    }
    return p.y - h;
}

float map_detailed(vec3 p) {
    float freq = SEA_FREQ;
    float amp = SEA_HEIGHT;
    float choppy = SEA_CHOPPY;
    vec2 uv = p.xz; uv.x *= 0.75;
    
    float d, h = 0.0;    
    for(int i = 0; i < ITER_FRAGMENT; i++) {        

    return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}


float map(vec2 uv) {
	float freq = SEA_FREQ;
    float amp = SEA_HEIGHT;
    float choppy = SEA_CHOPPY;
    
    float d, h = 0.0;    
    for(int i = 0; i < ITER_GEOMETRY; i++) {        
