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make refraction more visible even at a distance
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@ -236,7 +236,11 @@ void main(void)
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if (cameraPos.z < 0.0)
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if (cameraPos.z < 0.0)
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refraction = clamp(refraction * 1.5, 0.0, 1.0);
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refraction = clamp(refraction * 1.5, 0.0, 1.0);
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else
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else
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refraction = mix(refraction, waterColor, clamp(depthSampleDistorted/VISIBILITY, 0.0, 1.0));
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{
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vec3 refractionA = mix(refraction, waterColor, clamp(depthSampleDistorted/VISIBILITY, 0.0, 1.0));
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vec3 refractionB = mix(refraction, waterColor, clamp(realWaterDepth/VISIBILITY, 0.0, 1.0));
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refraction = mix(refractionA, refractionB, 0.8);
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}
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// sunlight scattering
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// sunlight scattering
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// normal for sunlight scattering
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// normal for sunlight scattering
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