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Better LoD water prediction
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@ -640,7 +640,7 @@ void main() {
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// f_col = f_col + (hash(vec4(floor(vec3(focus_pos.xy + splay(v_pos_orig), f_pos.z)) * 3.0 - round(f_norm) * 0.5, 0)) - 0.5) * 0.05; // Small-scale noise
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vec3 surf_color;
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#if (FLUID_MODE == FLUID_MODE_SHINY)
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if (f_col_raw.b > max(f_col_raw.r, f_col_raw.g) * 2.0 && dot(vec3(0, 0, 1), f_norm) > 0.9) {
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if (length(f_col_raw - vec3(0.02, 0.06, 0.22)) < 0.025 && dot(vec3(0, 0, 1), f_norm) > 0.9) {
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vec3 water_color = (1.0 - MU_WATER) * MU_SCATTER;
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vec3 reflect_ray = cam_to_frag * vec3(1, 1, -1);
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