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delete comments from watershader
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@ -46,25 +46,8 @@ void main()
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samplePos.x += (bumpColor.r - 0.5) * xWaveWidth * fragColor.r;
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samplePos.y += (bumpColor.g - 0.5) * xWaveHeight * fragColor.g;
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// vec4 result = texture(texture0, samplePos);
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// result += texture(texture0, vec2(samplePos.x + xBlurDistance, samplePos.y));
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// result += texture(texture0, vec2(samplePos.x - xBlurDistance, samplePos.y));
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// result += texture(texture0, vec2(samplePos.x, samplePos.y - xBlurDistance));
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// result += texture(texture0, vec2(samplePos.x, samplePos.y + xBlurDistance));
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// result += texture(texture0, vec2(samplePos.x + xBlurDistance, samplePos.y + xBlurDistance));
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// result += texture(texture0, vec2(samplePos.x - xBlurDistance, samplePos.y - xBlurDistance));
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// result += texture(texture0, vec2(samplePos.x + xBlurDistance, samplePos.y - xBlurDistance));
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// result += texture(texture0, vec2(samplePos.x - xBlurDistance, samplePos.y + xBlurDistance));
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//
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// result = result / 9;
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vec4 result = getAverageColor(texture0, samplePos, 0.7);
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//vec4 result = texture(texture0, samplePos);
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//result.a = texture(texture0, samplePos).a;
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//result = mix(result, result * waterColor, fragColor.b);
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result = result*colDiffuse*fragColor;
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finalColor = result;
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