Water now rendered in forward rendering
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@@ -112,7 +112,7 @@ private:
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static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
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void DrawDeferred(RenderQueue &objects, RenderQueue &lights, RenderQueue &waterParticles);
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void DrawDeferred(RenderQueue &objects, RenderQueue &lights);
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void DrawForward(RenderQueue &objects, RenderQueue &lights);
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void DrawScene(RenderQueue &objects, ShaderProgram &program);
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void DrawLightSpheres(RenderQueue &lights);
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