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| The tiling normal map is sampled |
| using the same UVs as the displacement map. It contains foam and smoothness values |
| in the blue/alpha channels, discussed shortly. The normal value includes the |
| X and Z components, with the Y component reconstructed using a `NormalReconstructZ` |
| function. Since the ocean is a world-space grid, a regular tangent-to-world transform |
| isn''t needed; we can swizzle the Y and Z channels. |
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| A detail normal map |
| is sampled with a different scale/offset than the main normal map, usually smaller |
| than the primary ocean normal map. The normal maps are combined using partial |
| derivative blending, accurately combining different normals from heightmaps. |
| This normal map can be scaled, panned, and rotated over time. When panned similarly |
| to the ocean, with a slightly offset rotation and speed, it adds convincing detail |
| to the lower-resolution ocean simulation. |
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| When the giant wave is enabled, |
| partial derivatives combine with the ocean normal and detail normal partial derivatives |
| to produce the final world space normal. The giant wave is re-evaluated in the |
| pixel shader to obtain normals, as per-vertex passing often lacked accuracy, |
| causing visual artifacts. |
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