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oceanSurface

The water surface of the spectral ocean. Geometry arrives already displaced by ocean_displace, so this shader only decides what the surface looks like: the normal summed across cascades as gradients (which is what adds when wave fields overlap), a water column shaded by per-channel Beer–Lambert extinction over the distance to whatever lies behind it, Fresnel reflection from the scene's own reflection probes, subsurface scattering through backlit crests lit by the scene's directional light, a sharp sun-glitter lobe, and foam from the simulation's own breaking-wave mask plus a shoreline band. Opacity is the extinction rather than an authored constant, so colour and transparency stay consistent from a turquoise shallow to a near-black deep. Works from below as well as above.