Underwater shadows.
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@@ -151,7 +151,7 @@ void main()
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vec4 fb = texture2D(screenTex, distort);
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frag_data[0] = vec4(linear_to_srgb(fb.rgb), 1.0); // diffuse
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frag_data[0] = vec4(/*linear_to_srgb*/(fb.rgb), 1.0); // diffuse
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frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
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frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace
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}
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