Water now blurred and looking kinda water like
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@@ -73,6 +73,7 @@ private:
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ShaderProgram* m_spForward;
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ShaderProgram* m_spScreen;
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ShaderProgram* t_m_spWater;
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ShaderProgram* t_m_spWater2;
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GLuint m_ScreenQuad = 0;
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Model* m_UnitSphere = nullptr;
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@@ -94,9 +95,13 @@ private:
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//Water GTexture
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GLuint t_m_Gwater = 0;
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//Water blur texture
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GLuint t_m_tWater;
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GLuint t_m_BWater;
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GLuint t_m_BWater2;
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//WAterpass Framebuffer
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GLuint t_m_fbWater;
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//Waterpass Framebuffer
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GLuint t_m_fbWaterBlur;
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GLuint t_m_fbWaterBlur2;
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GLuint m_CurrentScreenBuffer = 0;
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