Fixed water filter's glsl 100 shader
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@ -413,10 +413,6 @@ void main(){
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// to calculate the derivatives for all these pixels by using step()!
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// That way we won't get pixels around the edges of the terrain,
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// Where the derivatives are undefined
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if(position.y > level){
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color = color2;
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}
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gl_FragColor = vec4(color,1.0);
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gl_FragColor = vec4(mix(color, color2, step(level, position.y)), 1.0);
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}
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@ -77,6 +77,7 @@ MaterialDef Advanced Water {
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FragmentShader GLSL120 : Common/MatDefs/Water/Water.frag
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WorldParameters {
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ViewProjectionMatrixInverse
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}
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Defines {
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ENABLE_RIPPLES : UseRipples
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