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@ -195,15 +195,6 @@ void main(void)
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#if REFRACTION
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gl_FragData[0].w = 1.0;
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/*float nonRefractionDepth = texture2D(refractionDepthMap, screenCoords).x;
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z_n = 2.0 * nonRefractionDepth - 1.0;
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nonRefractionDepth = 2.0 * near * far / (far + near - z_n * (far - near));
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float realWaterDepth = nonRefractionDepth - depthPassthrough;
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*/
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//gl_FragData[0] = vec4(refractionSuppressor,0,0,0);
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#else
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gl_FragData[0].w = clamp(fresnel*2.0 + specular, 0.0, 1.0);
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#endif
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