private void TriangulateEstuary(EdgeVertices e1, EdgeVertices e2, bool incomingRiver, Vector3 indices)
        {
            WaterShore.AddTriangle(e2.v1, e1.v2, e1.v1);
            WaterShore.AddTriangle(e2.v5, e1.v5, e1.v4);
            WaterShore.AddTriangleUV(
                new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(0f, 0f)
                );
            WaterShore.AddTriangleUV(
                new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(0f, 0f)
                );
            WaterShore.AddTriangleCellData(indices, weights2, weights1, weights1);
            WaterShore.AddTriangleCellData(indices, weights2, weights1, weights1);

            Estuaries.AddQuad(e2.v1, e1.v2, e2.v2, e1.v3);
            Estuaries.AddTriangle(e1.v3, e2.v2, e2.v4);
            Estuaries.AddQuad(e1.v3, e1.v4, e2.v4, e2.v5);

            Estuaries.AddQuadUV(
                new Vector2(0f, 1f), new Vector2(0f, 0f),
                new Vector2(1f, 1f), new Vector2(0f, 0f));
            Estuaries.AddTriangleUV(
                new Vector2(0f, 0f), new Vector2(1f, 1f), new Vector2(1f, 1f));
            Estuaries.AddQuadUV(
                new Vector2(0f, 0f), new Vector2(0f, 0f),
                new Vector2(1f, 1f), new Vector2(0f, 1f));

            Estuaries.AddQuadCellData(indices, weights2, weights1, weights2, weights1);
            Estuaries.AddTriangleCellData(indices, weights1, weights2, weights2);
            Estuaries.AddQuadCellData(indices, weights1, weights2);

            if (incomingRiver)
            {
                Estuaries.AddQuadUV2(
                    new Vector2(1.5f, 1f), new Vector2(0.7f, 1.15f),
                    new Vector2(1f, 0.8f), new Vector2(0.5f, 1.1f));
                Estuaries.AddTriangleUV2(
                    new Vector2(0.5f, 1.1f), new Vector2(1f, 0.8f), new Vector2(0f, 0.8f));
                Estuaries.AddQuadUV2(
                    new Vector2(0.5f, 1.1f), new Vector2(0.3f, 1.15f),
                    new Vector2(0f, 0.8f), new Vector2(-0.5f, 1f));
            }
            else
            {
                Estuaries.AddQuadUV2(
                    new Vector2(-0.5f, -0.2f), new Vector2(0.3f, -0.35f),
                    new Vector2(0f, 0f), new Vector2(0.5f, -0.3f));
                Estuaries.AddTriangleUV2(
                    new Vector2(0.5f, -0.3f), new Vector2(0f, 0f), new Vector2(1f, 0f));
                Estuaries.AddQuadUV2(
                    new Vector2(0.5f, -0.3f), new Vector2(0.7f, -0.35f),
                    new Vector2(1f, 0f), new Vector2(1.5f, -0.2f));
            }
        }
    /// <summary>
    /// Creates the estuary (when river meets shore) geometry.
    /// </summary>
    void TriangulateEstuary(EdgeVertices e1, EdgeVertices e2, bool incomingRiver, Vector3 indices)
    {
        // Some of the estuary is still water shore, namely one triangle on each side
        // that leaves the estuary itself with a trapezoid shape connecting the shore/river to water
        WaterShore.AddTriangle(e2.v1, e1.v2, e1.v1);
        WaterShore.AddTriangle(e2.v5, e1.v5, e1.v4);
        WaterShore.AddTriangleUV(new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(0f, 0f));
        WaterShore.AddTriangleUV(new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(0f, 0f));

        WaterShore.AddTriangleCellData(indices, weights2, weights1, weights1);
        WaterShore.AddTriangleCellData(indices, weights2, weights1, weights1);

        // Make the estuary trapezoid
        Estuaries.AddQuad(e2.v1, e1.v2, e2.v2, e1.v3);         // Adding it rotated for symetric geometry
        Estuaries.AddTriangle(e1.v3, e2.v2, e2.v4);
        Estuaries.AddQuad(e1.v3, e1.v4, e2.v4, e2.v5);

        // For shore effect
        Estuaries.AddQuadUV(
            new Vector2(0f, 1f), new Vector2(0f, 0f),
            new Vector2(1f, 1f), new Vector2(0f, 0f)
            );
        Estuaries.AddTriangleUV(
            new Vector2(0f, 0f), new Vector2(1f, 1f), new Vector2(1f, 1f)
            );
        Estuaries.AddQuadUV(
            new Vector2(0f, 0f), new Vector2(0f, 0f),
            new Vector2(1f, 1f), new Vector2(0f, 1f)
            );

        Estuaries.AddQuadCellData(indices, weights2, weights1, weights2, weights1);
        Estuaries.AddTriangleCellData(indices, weights1, weights2, weights2);
        Estuaries.AddQuadCellData(indices, weights1, weights2);

        // For river effect, depending on river flow direction UVs are different
        // That is if river flows into the water or out of the water (e.g. when a river starts from a lake)
        if (incomingRiver)
        {
            Estuaries.AddQuadUV2(new Vector2(1.5f, 1f), new Vector2(0.7f, 1.15f), new Vector2(1f, 0.8f), new Vector2(0.5f, 1.1f));
            Estuaries.AddTriangleUV2(new Vector2(0.5f, 1.1f), new Vector2(1f, 0.8f), new Vector2(0f, 0.8f));
            Estuaries.AddQuadUV2(new Vector2(0.5f, 1.1f), new Vector2(0.3f, 1.15f), new Vector2(0f, 0.8f), new Vector2(-0.5f, 1f));
        }
        else
        {
            Estuaries.AddQuadUV2(new Vector2(-0.5f, -0.2f), new Vector2(0.3f, -0.35f), new Vector2(0f, 0f), new Vector2(0.5f, -0.3f));
            Estuaries.AddTriangleUV2(new Vector2(0.5f, -0.3f), new Vector2(0f, 0f), new Vector2(1f, 0f));
            Estuaries.AddQuadUV2(new Vector2(0.5f, -0.3f), new Vector2(0.7f, -0.35f), new Vector2(1f, 0f), new Vector2(1.5f, -0.2f));
        }
    }