.6+((1.0-e.y)*0.4)))*1.1;
}
float sea_octave(in vec2 uv,in float choppy){
  float n=noise(uv);
  vec2 uv2=vec2(uv.x+n,uv.y+n);
  vec2 wv=1.0-abs(sin(uv2));
  vec2 swv=abs(cos(uv2));
  wv=mix(wv,swv,wv);
  return pow(1.0-(pow(wv.x*wv.y,0.65)),choppy);
}
float map(in vec3 p){
  float freq=SEA_FREQ;
  float amp=SEA_HEIGHT;
  float choppy=SEA_CHOPPY;
  vec2 uv=p.xz;
  uv=vec2(uv.x*0.75,uv.y);
  float d=0.0;
  float h=0.0;
  for(int val0=0;val0&lt;ITER_GEOMETRY;val0=val0+1){
    d=sea_octave((uv+SEA_TIME)*freq,c