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| The |
| subsurface scattering effect adds tinting/highlights inside steep/tall waves. |
| It''s implemented using the horizontal displacement length from the vertex shader, |
| as tall waves appear where there''s significant horizontal displacement, making |
| subsurface scattering noticeable. The effect uses a two-lobe phase function, |
| allowing configurable forward and backward scattering. The result is multiplied |
| by a configurable color. While not physically based, it works well in practice, |
| adding detail to larger waves and breaking the ocean''s uniform look. |
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