ocean: remove sky hack
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@@ -35,18 +35,15 @@ float4 main(PSIn input) : SV_TARGET
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surface.pixel = input.pos.xy;
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float depth = input.pos.z;
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TiledLighting(surface, lighting);
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float2 refUV = float2(1, -1)*input.ReflectionMapSamplingPos.xy / input.ReflectionMapSamplingPos.w * 0.5f + 0.5f;
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float2 ScreenCoord = surface.pixel * g_xFrame_InternalResolution_rcp;
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//REFLECTION
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float2 RefTex = float2(1, -1)*input.ReflectionMapSamplingPos.xy / input.ReflectionMapSamplingPos.w / 2.0f + 0.5f;
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float4 reflectiveColor = texture_reflection.SampleLevel(sampler_linear_mirror, RefTex + surface.N.xz * 0.04f, 0);
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float NdotV = abs(dot(surface.N, surface.V));
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float ramp = pow(abs(1.0f / (1.0f + NdotV)), 16);
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reflectiveColor.rgb = lerp(float3(0.38f, 0.45f, 0.56f), reflectiveColor.rgb, ramp); // skycolor hack
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lighting.indirect.specular += reflectiveColor.rgb * surface.F;
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TiledLighting(surface, lighting);
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lighting.indirect.specular = reflectiveColor.rgb * surface.F;
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// WATER REFRACTION
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float lineardepth = input.pos.w;
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@@ -9,7 +9,7 @@ namespace wiVersion
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// minor features, major updates, breaking compatibility changes
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const int minor = 56;
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// minor bug fixes, alterations, refactors, updates
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const int revision = 50;
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const int revision = 51;
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const std::string version_string = std::to_string(major) + "." + std::to_string(minor) + "." + std::to_string(revision);
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