Hack hackity hack... I mean fixed water-fog sign-error when cam approaches 0 z when using shaders.
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@@ -32,7 +32,7 @@ vec4 applyWaterFog(vec4 color)
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float depth = length(getPositionEye() - int_v);
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//get "thickness" of water
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float l = max(depth, 0.1);
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float l = min(max(depth, 0.1),50.0);
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float kd = waterFogDensity;
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float ks = waterFogKS;
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