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fix areas with only water (no objects below)
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@ -59,8 +59,10 @@ void main_fp
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oColor.a = 1;
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// Sample screen-space depth map and subtract pixel depth to get the real water depth
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float depth1 = tex2D(depthMap, screenCoords).r * far - iDepth;
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float depthTex = tex2D(depthMap, screenCoords).r;
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float depth1 = depthTex * far - iDepth;
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depth1 = saturate(depth1 / 500.f);
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depth1 = (depthTex == 0 ? 1 : depth1);
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// Simple wave effect. to be replaced by something better
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float2 uv1 = iUv + time * float2(0.5, 0);
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