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smaller water fog tweaks. fix wrong normal usage in some parts of forward rendering
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@ -286,7 +286,6 @@ vec4 waterVolumetrics(vec3 rayStart, vec3 rayEnd, float rayLength, vec2 dither,
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float phase = 0.0;
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#endif
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// float thing = -normalize(dVWorld + (cameraPosition - vec3(cameraPosition.x, waterEnteredAltitude-1.0,cameraPosition.z))).y;
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float thing = -normalize(dVWorld).y;
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thing = clamp(thing + 0.333,0.0,1.0);
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thing = pow(1.0-pow(1.0-thing,2.0),2.0);
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