Whoops. Reverting some stuff I was toying around with.
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@@ -151,7 +151,7 @@ void main()
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// spec *= shadow;
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// color.rgb += spec * specular;
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color.rgb = atmosTransport(color.rgb);
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// color.rgb = atmosTransport(color.rgb);
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// color.rgb = scaleSoftClip(color.rgb);
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// color.a = spec * sunAngle2;
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@@ -404,11 +404,11 @@ void LLDrawPoolWater::shade()
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F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - gAgent.getRegion()->getWaterHeight();
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if (eyedepth > 0.f && deferred_render)
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if (deferred_render)
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{
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shader = &gDeferredWaterProgram;
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}
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else if (eyedepth < 0.f /*&& LLPipeline::sWaterReflections*/)
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else if (eyedepth < 0.f && LLPipeline::sWaterReflections)
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{
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shader = &gUnderWaterProgram;
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}
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