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Graham Linden authored
Use rotated lightnorm directly in water shader instead of forcing all shaders marked as water (including lighting) to get that norm (where it would only affect Mid as only that graphics mode has atmospherics on but isn't using deferred rendering).
Graham Linden authoredUse rotated lightnorm directly in water shader instead of forcing all shaders marked as water (including lighting) to get that norm (where it would only affect Mid as only that graphics mode has atmospherics on but isn't using deferred rendering).
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