Quick workaround to fix issue with simple geom not rendering in deferred 'underwater' pass.
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@@ -39,10 +39,10 @@ void default_lighting_water()
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{
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vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
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if(color.a < .004)
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/*if(color.a < .004)
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{
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discard;
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}
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}*/
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color.rgb = atmosLighting(color.rgb);
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