water.frag takes u_wade - a point and a strength - and puts spreading rings and a
patch of churn into the surface normals there, so a wader marks the water and a
swimmer works the whole of it. It is one uniform in a fragment stage that was
already running, applied after the distance flattening so a disturbance close to
the camera survives it, and it measures no frame cost at all.
Also records the two renderer features that shipped without a changeset.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>