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much less underwater distortion
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@ -9,7 +9,7 @@ float4 main_ps(float2 iTexCoord : TEXCOORD0,
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float4 normal = tex2D(NormalMap, noiseCoord) * 2 - 1;
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return tex2D(RT, iTexCoord + normal.xy * 0.05) +
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return tex2D(RT, iTexCoord + normal.xy * 0.015) +
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(tex2D(CausticMap, noiseCoord) / 5) +
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tintColour ;
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}
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