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Fixed underground sky blend test
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@ -206,8 +206,8 @@ void main() {
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float not_underground = 1.0;
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// Make underground water look more correct
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#if (REFLECTION_MODE >= REFLECTION_MODE_HIGH)
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float f_alt = alt_at(wpos.xy - focus_off.xy);
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not_underground = clamp((wpos.z - focus_off.z - f_alt) / 32.0 + 1.0, 0.0, 1.0);
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float f_alt = alt_at(wpos.xy);
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not_underground = clamp((wpos.z - f_alt) / 32.0 + 1.0, 0.0, 1.0);
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#endif
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// Did we hit a surface during reflection?
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if (merge > 0.0) {
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