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lower water refractions strength
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@ -386,7 +386,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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vec3 bump = normalize(getWaveNormal(posxz, false));
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TangentNormal = (bump.xy/5.0)*0.5+0.5; // tangent space normals for refraction
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TangentNormal = (bump.xy/3.0)*0.5+0.5; // tangent space normals for refraction
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bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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normal = normalize(bump * tbnMatrix);
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