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# Tweaked water shaders to make lighting effects more pronounced.
This was SVN commit r4502.
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@@ -51,10 +51,10 @@ void main()
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reflCoords = 0.5 * (gl_TexCoord[1].xy / gl_TexCoord[1].w) + 0.5; // Unbias texture coords
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reflCoords += waviness * n.xz / w;
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reflColor = mix(texture2D(reflectionMap, reflCoords).rgb, diffuse * reflectionTint,
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reflColor = mix(texture2D(reflectionMap, reflCoords).rgb, sunColor * reflectionTint,
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reflectionTintStrength);
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refrColor = mix((0.6 + 0.4*ndotl) * texture2D(refractionMap, refrCoords).rgb, diffuse * tint,
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refrColor = (0.5 + 0.5*ndotl) * mix(texture2D(refractionMap, refrCoords).rgb, sunColor * tint,
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myMurkiness);
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specular = pow(max(0.0, ndoth), shininess) * sunColor * specularStrength;
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