Quick fix for water exclusion. (#3666)
* Fix for water exclusion when shoreline fade is disabled.meow-7.2.2
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@ -264,8 +264,11 @@ void main()
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// Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect".
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#ifdef SHORELINE_FADE
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fade = max(0,min(1, (pos.z - refPos.z) / 10)) * water_mask;
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fade = max(0,min(1, (pos.z - refPos.z) / 10))
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#else
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fade = 1 * water_mask;
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#endif
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distort2 = mix(distort, distort2, min(1, fade * 10));
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depth = texture(depthMap, distort2).r;
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