
                const vec2[3] waveDirs = vec2[3](
                    normalize(vec2(1, 0.4)),
                    normalize(vec2(-0.5, -0.6)),
                    normalize(vec2(-0.5, 0.8))
                );

                const vec4 waveLengths = vec4(4, 1.5, 0.3, 0.1);
                #ifdef END
                    const vec4 waveStrengthCoeffs = 0.1 * vec4(0.7, 0.5, 0.3, 0.1);
                #else
                    const vec4 waveStrengthCoeffs = 0.8 * vec4(2.4, 1.5, 0.3, 0.1);
                #endif

                const float waveSpeed = 1.9;