Lazy shader update. attribute -> ATTRIBUTE, varying -> VARYING. Moved some shader preprocessor stuff from llviewershadermgr.cpp to llshadermgr.cpp to match LL (although it looks more messy)
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@@ -30,9 +30,9 @@ uniform float waterFogKS;
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uniform vec2 screenRes;
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//bigWave is (refCoord.w, view.w);
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varying vec4 refCoord;
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varying vec4 littleWave;
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varying vec4 view;
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VARYING vec4 refCoord;
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VARYING vec4 littleWave;
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VARYING vec4 view;
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vec4 applyWaterFog(vec4 color, vec3 viewVec)
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{
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@@ -29,9 +29,9 @@ uniform float blurMultiplier;
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//bigWave is (refCoord.w, view.w);
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varying vec4 refCoord;
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varying vec4 littleWave;
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varying vec4 view;
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VARYING vec4 refCoord;
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VARYING vec4 littleWave;
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VARYING vec4 view;
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void main()
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{
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