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Update opengl_fragment.glsl
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@ -531,7 +531,7 @@ void main(void)
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col.rgb += reflection_color * pow(fresnel_factor, 2.0) * 0.5 * brightness_factor;
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vec3 water_reflect_color =
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2.0 * specular_intensity * sunTint * dayLight * fresnel_factor * max(1.0 - shadow_uncorrected, 0.0) *
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1.5 * specular_intensity * sunTint * dayLight * fresnel_factor * max(1.0 - shadow_uncorrected, 0.0) *
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mtsmoothstep(0.85, 0.9, pow(clamp(dot(reflect_ray, viewVec), 0.0, 1.0), 32.0));
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// Sun reflection
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