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fix water shading for rooms
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@@ -465,7 +465,10 @@ uniform vec4 uFogParams;
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#endif
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#ifdef UNDERWATER
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float uwSign = step(uParam.y, vCoord.y);
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float uwSign = 1.0;
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#ifdef TYPE_ENTITY
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uwSign = step(uParam.y, vCoord.y);
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#endif
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#ifdef OPT_CAUSTICS
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light += calcCaustics(normal) * uwSign;
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