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disable using shaders for gles1 and Android
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@ -511,11 +511,13 @@ void Water::createSimpleWaterStateSet(osg::Node* node, float alpha)
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// use a shader to render the simple water, ensuring that fog is applied per pixel as required.
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// use a shader to render the simple water, ensuring that fog is applied per pixel as required.
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// this could be removed if a more detailed water mesh, using some sort of paging solution, is implemented.
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// this could be removed if a more detailed water mesh, using some sort of paging solution, is implemented.
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#if !defined(OPENGL_ES) && !defined(ANDROID)
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Resource::SceneManager* sceneManager = mResourceSystem->getSceneManager();
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Resource::SceneManager* sceneManager = mResourceSystem->getSceneManager();
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bool oldValue = sceneManager->getForceShaders();
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bool oldValue = sceneManager->getForceShaders();
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sceneManager->setForceShaders(true);
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sceneManager->setForceShaders(true);
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sceneManager->recreateShaders(node);
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sceneManager->recreateShaders(node);
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sceneManager->setForceShaders(oldValue);
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sceneManager->setForceShaders(oldValue);
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#endif
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}
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}
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void Water::createShaderWaterStateSet(osg::Node* node, Reflection* reflection, Refraction* refraction)
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void Water::createShaderWaterStateSet(osg::Node* node, Reflection* reflection, Refraction* refraction)
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