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back normal fix
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@ -518,6 +518,8 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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WavePixelData wave = physics_wavePixel(physics_localPosition.xz, waviness, physics_iterationsNormal, physics_gameTime);
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vec3 NormalTex = wave.normal;
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if (isEyeInWater == 1 && !gl_FrontFacing) NormalTex = -NormalTex;
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// tangent space normals for refraction
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TangentNormal = NormalTex.xy*0.5+0.5;
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