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fix water shadow square when DH shadowmap is on
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@ -13,7 +13,7 @@ uniform sampler2D tex;
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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// if(water > 0) discard;
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if(water > 0) discard;
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gl_FragData[0] = texture2D(tex, texcoord.xy);
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}
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@ -47,7 +47,7 @@ vec4 toClipSpace3(vec3 viewSpacePosition) {
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void main() {
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water = 0;
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// if(gl_Color.a < 1.0) water = 1;
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if(gl_Color.a < 1.0) water = 1;
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texcoord.xy = gl_MultiTexCoord0.xy;
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