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get rid of buggy shader trick
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@ -236,7 +236,7 @@ void main(void)
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#else
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float shore = 1.0;
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#endif
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vec2 screenCoordsOffset = ( (normal.xy + rainRipple.w * vec2(0.0,2.0)) * REFL_BUMP * shore);
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vec2 screenCoordsOffset = normal.xy * REFL_BUMP * shore;
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// reflection
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vec3 reflection = texture2D(reflectionMap, screenCoords + screenCoordsOffset).rgb;
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