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	fixed a problem with the underwater compositor
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					 3 changed files with 8 additions and 1 deletions
				
			
		|  | @ -57,3 +57,9 @@ reflect small statics = false | |||
| reflect actors = true | ||||
| 
 | ||||
| reflect misc = false | ||||
| 
 | ||||
| [Render] | ||||
| 
 | ||||
| # Only supported on SM3+ cards | ||||
| # If you have a lower end card, this will be disabled automatically | ||||
| multiple render targets = true | ||||
|  |  | |||
|  | @ -6,7 +6,7 @@ float4 main_ps(float2 iTexCoord : TEXCOORD0, | |||
|        	       float3 noiseCoord : TEXCOORD1, | ||||
|        	       uniform float4 tintColour) : COLOR | ||||
| { | ||||
| 	float4 normal = tex2D(NormalMap, noiseCoord); | ||||
| 	float4 normal = tex2D(NormalMap, noiseCoord) * 2 - 1; | ||||
| 	 | ||||
| 
 | ||||
| 	return tex2D(RT, iTexCoord + normal.xy * 0.05) + | ||||
|  |  | |||
|  | @ -48,6 +48,7 @@ material Water | |||
| 
 | ||||
|             vertex_program_ref Water_VP | ||||
|             { | ||||
|                 param_named_auto renderTargetFlipping render_target_flipping | ||||
|             } | ||||
|             fragment_program_ref Water_FP | ||||
|             { | ||||
|  |  | |||
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