hoppy);
    d=d+(sea_octave((uv-SEA_TIME)*freq,choppy));
    h=h+(d*amp);
    uv=uv*octave_m;
    freq=freq*1.9;
    amp=amp*0.22;
    choppy=mix(choppy,1.0,0.2);
  }
  return p.y-h;
}
vec3 getSeaColor(in vec3 p,in vec3 n,in vec3 l,in vec3 eye,in vec3 dist){
  float fresnel=clamp(1.0-(dot(n,-eye)),0.0,1.0);
  fresnel=pow(fresnel,3.0)*0.5;
  vec3 reflected=getSkyColor(reflect(eye,n));
  vec3 refracted=SEA_BASE+((diffuse(n,l,80.0)*SEA_WATER_COLOR)*0.12);
  vec3 color=mix(refracted,reflected,fresnel);
  float 