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Update water rendering.
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@@ -350,7 +350,7 @@ vec4 calculateWater(
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const TextureTile waterTilesParent1[NUMLAYERS_WATERMASK],
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const TextureTile waterTilesParent2[NUMLAYERS_WATERMASK]) {
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vec4 color = currentColor;
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vec4 waterColor = vec4(0,0,0,0);
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// The shader compiler will remove unused code when variables are multiplied by
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// a constant 0
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@@ -394,11 +394,11 @@ vec4 calculateWater(
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w2 * texture(waterTilesParent1[#{i}].textureSampler, samplePosParent1) +
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w3 * texture(waterTilesParent2[#{i}].textureSampler, samplePosParent2);
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color = blendOver(color, colorSample);
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waterColor = blendOver(waterColor, colorSample);
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}
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#endfor
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return color;
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return blendOver(currentColor, waterColor);
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}
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#endif // TEXTURETILEMAPPING_HGLSL
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