Update #19 - Removed fast math, fixed water shader
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@@ -69,6 +69,11 @@ void main() {
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}
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float gbufferDepth = textureLod(u_gbufferDepthTexture, v_position2f2, 0.0).r;
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if(gbufferDepth < 0.000001) {
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return;
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}
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vec4 gbufferDepthClipSpace4f = vec4(v_position2f2, gbufferDepth, 1.0);
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gbufferDepthClipSpace4f.xyz *= 2.0;
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gbufferDepthClipSpace4f.xyz -= 1.0;
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