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@ -218,9 +218,9 @@ void main(void)
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vec3 rippleAdd = rainRipple.xyz * rainRipple.w * 10.0;
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vec3 normal = (normal0 * BIG_WAVES_X + normal1 * BIG_WAVES_Y +
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normal2 * MID_WAVES_X + normal3 * MID_WAVES_Y +
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normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y +
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rippleAdd);
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normal2 * MID_WAVES_X + normal3 * MID_WAVES_Y +
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normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y +
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rippleAdd);
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normal = normalize(vec3(normal.x * BUMP, normal.y * BUMP, normal.z));
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@ -228,9 +228,9 @@ void main(void)
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// normal for sunlight scattering
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vec3 lNormal = (normal0 * BIG_WAVES_X*0.5 + normal1 * BIG_WAVES_Y*0.5 +
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normal2 * MID_WAVES_X*0.2 + normal3 * MID_WAVES_Y*0.2 +
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normal4 * SMALL_WAVES_X*0.1 + normal5 * SMALL_WAVES_Y*0.1 +
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rippleAdd).xyz;
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normal2 * MID_WAVES_X*0.2 + normal3 * MID_WAVES_Y*0.2 +
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normal4 * SMALL_WAVES_X*0.1 + normal5 * SMALL_WAVES_Y*0.1 +
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rippleAdd).xyz;
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lNormal = normalize(vec3(lNormal.x * BUMP, lNormal.y * BUMP, lNormal.z));
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lNormal = vec3(-lNormal.x, -lNormal.y, lNormal.z);
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