/**
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* @private
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*/
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vec4 czm_getWaterNoise(sampler2D normalMap, vec2 uv, float time, float angleInRadians)
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{
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float cosAngle = cos(angleInRadians);
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float sinAngle = sin(angleInRadians);
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// time dependent sampling directions
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vec2 s0 = vec2(1.0/17.0, 0.0);
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vec2 s1 = vec2(-1.0/29.0, 0.0);
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vec2 s2 = vec2(1.0/101.0, 1.0/59.0);
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vec2 s3 = vec2(-1.0/109.0, -1.0/57.0);
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// rotate sampling direction by specified angle
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s0 = vec2((cosAngle * s0.x) - (sinAngle * s0.y), (sinAngle * s0.x) + (cosAngle * s0.y));
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s1 = vec2((cosAngle * s1.x) - (sinAngle * s1.y), (sinAngle * s1.x) + (cosAngle * s1.y));
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s2 = vec2((cosAngle * s2.x) - (sinAngle * s2.y), (sinAngle * s2.x) + (cosAngle * s2.y));
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s3 = vec2((cosAngle * s3.x) - (sinAngle * s3.y), (sinAngle * s3.x) + (cosAngle * s3.y));
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vec2 uv0 = (uv/103.0) + (time * s0);
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vec2 uv1 = uv/107.0 + (time * s1) + vec2(0.23);
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vec2 uv2 = uv/vec2(897.0, 983.0) + (time * s2) + vec2(0.51);
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vec2 uv3 = uv/vec2(991.0, 877.0) + (time * s3) + vec2(0.71);
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uv0 = fract(uv0);
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uv1 = fract(uv1);
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uv2 = fract(uv2);
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uv3 = fract(uv3);
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vec4 noise = (texture2D(normalMap, uv0)) +
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(texture2D(normalMap, uv1)) +
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(texture2D(normalMap, uv2)) +
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(texture2D(normalMap, uv3));
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// average and scale to between -1 and 1
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return ((noise / 4.0) - 0.5) * 2.0;
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}
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