fix semi-transparent (water) rendering
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@@ -4,6 +4,7 @@ uniform sampler2D tex;
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in vec3 fragPosWorld;
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in float fragPosLightspaceZ;
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in float fragDepthNDC;
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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in float fragLight;
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@@ -20,6 +21,7 @@ void main() {
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outputPosition.xyz = fragPosWorld;
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outputPosition.w = fragPosLightspaceZ;
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outputNormal.xyz = fragNormal;
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outputNormal.w = fragDepthNDC;
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outputColor = texture(tex, fragTexCoord);
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outputColor = vec4(pow(outputColor.rgb, vec3(gamma)), outputColor.a);
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}
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