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Added water shader
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@@ -39,6 +39,8 @@ vec2 calc_light(vec3 light_dir)
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{
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#ifdef NORMALMAP
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vec3 normal = normalize(f_tbn * normalize(texture(normalmap, f_coord).rgb * 2.0 - 1.0));
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#elif defined(WATER)
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vec3 normal = normal_d;
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#else
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vec3 normal = normalize(f_normal);
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#endif
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