water now has depth and looks much better
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@@ -11,6 +11,7 @@ layout (location = 2) in vec2 texCoord;
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layout (location = 4) in float light;
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out vec4 fragPos;
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out vec4 fragPosView;
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out vec4 fragPosLightspace;
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out vec3 fragNormal;
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out vec2 fragTexCoord;
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@@ -19,8 +20,9 @@ out vec2 fragTexCoord;
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void main() {
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fragTexCoord = texCoord;
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fragPos = model * vec4(vert, 1);
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fragPosView = view * fragPos;
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fragPosLightspace = lightspace * fragPos;
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fragNormal = normal;
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gl_Position = projection * view * fragPos;
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gl_Position = projection * fragPosView;
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}
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