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Fix personal shields reflecting above the water surface (FAForever#6583)
This change does not affect gameplay.
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changelog/snippets/fix.6583.md

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- (#6583) Fix personal shields reflecting above the water surface.

effects/mesh.fx

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@@ -4085,6 +4085,8 @@ float4 CybranShieldImpactPS( SHIELDIMPACT_VERTEX vertex, uniform float fadeTime,
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float4 PhaseShieldPS( VERTEXNORMAL_VERTEX vertex ) : COLOR
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{
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if (1 == mirrored) clip(vertex.depth.x);
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float2 tc1 = vertex.texcoord0.xy * 0.5;
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tc1.x += 0.005 * vertex.material.x;
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tc1.y += 0.02 * vertex.material.x;
@@ -4108,6 +4110,8 @@ float4 PhaseShieldPS( VERTEXNORMAL_VERTEX vertex ) : COLOR
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float4 AeonPhaseShieldPS( VERTEXNORMAL_VERTEX vertex ) : COLOR
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{
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if (1 == mirrored) clip(vertex.depth.x);
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float2 tc1 = vertex.texcoord0.xy * 2;
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tc1.x += 0.005 * vertex.material.x;
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tc1.y += 0.02 * vertex.material.x;
@@ -4131,6 +4135,8 @@ float4 AeonPhaseShieldPS( VERTEXNORMAL_VERTEX vertex ) : COLOR
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float4 CybranPhaseShieldPS( VERTEXNORMAL_VERTEX vertex ) : COLOR
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{
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if (1 == mirrored) clip(vertex.depth.x);
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float2 tc1 = vertex.texcoord0.xy * 2;
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tc1.x += 0.1 * vertex.material.x;
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tc1.y += 0.5 * vertex.material.x;
@@ -4156,6 +4162,8 @@ float4 CybranPhaseShieldPS( VERTEXNORMAL_VERTEX vertex ) : COLOR
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float4 SeraphimPhaseShieldPS( VERTEXNORMAL_VERTEX vertex ) : COLOR
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{
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if (1 == mirrored) clip(vertex.depth.x);
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float2 tc1 = vertex.texcoord0.xy * 0.5;
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tc1.x += 0.005 * vertex.material.x;
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tc1.y += 0.02 * vertex.material.x;

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