Remove an extraneous normalize() from the water fragment shader - the last thing we did to this vector was normalize it anyway.
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181b0a4ede
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a6c5980978
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@ -132,7 +132,7 @@ void main()
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//color.a = spec * sunAngle2;
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//wavef.z *= 0.1f;
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wavef = normalize(wavef);
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//wavef = normalize(wavef);
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wavef = (norm_mat*vec4(wavef, 1.0)).xyz;
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gl_FragData[0] = vec4(color.rgb, 0.5);
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