SL-18671 Adjust fog density to more closely match sRGB space results.
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@ -92,7 +92,7 @@ vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit)
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//get "thickness" of water
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float l = max(depth, 0.1);
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float kd = waterFogDensity;
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float kd = waterFogDensity*1.3;
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float ks = waterFogKS;
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vec4 kc = waterFogColor;
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kc.rgb = srgb_to_linear(kc.rgb); // TODO -- pass in waterFogColor linear
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