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fix fog reflection lighting, tweak speculars
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@ -287,7 +287,7 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
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}
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#ifdef VL_CLOUDS_SHADOWS
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sh *= GetCloudShadow_VLFOG(progressW);
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sh *= GetCloudShadow_VLFOG(progressW,WsunVec);
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#endif
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