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Don't flip the water normal map twice
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@ -715,8 +715,6 @@ namespace MWRender
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osg::ref_ptr<osg::Texture2D> normalMap(
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new osg::Texture2D(mResourceSystem->getImageManager()->getImage("textures/omw/water_nm.png")));
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if (normalMap->getImage())
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normalMap->getImage()->flipVertical();
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normalMap->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
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normalMap->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
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normalMap->setMaxAnisotropy(16);
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@ -94,7 +94,6 @@ uniform vec2 screenRes;
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void main(void)
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{
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vec2 UV = worldPos.xy / (8192.0*5.0) * 3.0;
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UV.y *= -1.0;
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float shadow = unshadowedLightRatio(linearDepth);
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