Fixes model water and waterfall shaders outputting color on shadow pass.
This was SVN commit r27594.
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@ -71,5 +71,9 @@ void main()
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t = 18.0 * max(0.0, 0.7 - v.y);
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float alpha = 0.15 * waterDepth * (1.2 + t + fresnel);
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#if !PASS_SHADOWS
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OUTPUT_FRAGMENT_SINGLE_COLOR(vec4(applyDebugColor(color, 1.0, alpha, 0.0), alpha));
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#else
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OUTPUT_FRAGMENT_SINGLE_COLOR(vec4(0.0, 0.0, 0.0, 1.0));
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#endif
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}
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@ -26,5 +26,9 @@ void main()
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color *= getLOS(GET_DRAW_TEXTURE_2D(losTex), v_los);
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#endif
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#if !PASS_SHADOWS
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OUTPUT_FRAGMENT_SINGLE_COLOR(vec4(applyDebugColor(color, 1.0, texdiffuse.a, 0.0), texdiffuse.a));
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#else
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OUTPUT_FRAGMENT_SINGLE_COLOR(vec4(0.0, 0.0, 0.0, 1.0));
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#endif
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}
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