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This happens because wave generation in vertex shader moves Z of water surface lower, so perspective projection makes it smaller as it now a bit more far from camera.
Line: ws.z = ws.z + (-1.0+(sin(time + (ws.x + ws.y) * waveParams.x)) * waveParams.y);
Triangles mesh after transformation:
When looking down to the water, there is no water rendered at the left and right sides.
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