fix semi-transparent (water) rendering
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@@ -60,13 +60,14 @@ void lightSun() {
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vec3 viewDir = normalize(viewPos - fragPos.xyz);
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vec3 reflectDir = reflect(-lightDir, fragNormal);
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float specular = specularStrength * pow(max(dot(viewDir, reflectDir), 0.0), specularShininess);
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if (specular > 1.0f) {
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finalpha = min(finalpha + specular - 1.0f, 1.0f);
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}
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float shadow = lightSunShadow();
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light += diffuse * shadow;
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color += vec4(vec3(specular), 0.0f) * shadow;
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if (specular*shadow > 1.0f) {
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finalpha = min(finalpha + specular - 1.0f, 1.0f);
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}
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finalpha = min(finalpha + 0.1f * shadow, 1.0f);
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}
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