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Unrelated shadows fix
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@ -415,7 +415,7 @@
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float3 waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,0,1), waterLevel);
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#endif
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#if SHADOWS
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#if SHADOWS || SHADOWS_PSSM
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shOutputColour(0) *= (lightResult - float4(directionalResult * (1.0-shadow),0));
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#else
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shOutputColour(0) *= lightResult;
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