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redid underwater visuals. more gameplay friendly and looks better.
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@ -464,7 +464,7 @@ void main() {
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#ifdef Specular_Reflections
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MaterialReflections_N(gl_FragData[0].rgb, SpecularTex.r, SpecularTex.ggg, albedo, normal, np3, fragpos, vec3(blueNoise(gl_FragCoord.xy).rg,noise), hand);
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MaterialReflections_N(gl_FragData[0].rgb, SpecularTex.r, vec3(SpecularTex.g), albedo, normal, np3, fragpos, vec3(blueNoise(gl_FragCoord.xy).rg,noise), hand);
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#endif
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Emission(gl_FragData[0].rgb, albedo, SpecularTex.a);
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