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	much less underwater distortion
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		|  | @ -9,7 +9,7 @@ float4 main_ps(float2 iTexCoord : TEXCOORD0, | |||
| 	float4 normal = tex2D(NormalMap, noiseCoord) * 2 - 1; | ||||
| 	 | ||||
| 
 | ||||
| 	return tex2D(RT, iTexCoord + normal.xy * 0.05) + | ||||
| 	return tex2D(RT, iTexCoord + normal.xy * 0.015) + | ||||
| 	       (tex2D(CausticMap, noiseCoord) / 5) + | ||||
| 	       tintColour ; | ||||
| } | ||||
|  |  | |||
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