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#define HALF_MIN 6.103515625e-5
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#ifdef SO_COLORSPACE_GAMMA
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#define DielectricSpec half4(0.220916301, 0.220916301, 0.220916301, 1.0 - 0.220916301)
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#define ColorSpaceDouble half4(2.0, 2.0, 2.0, 2.0)
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#else
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#define DielectricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04)
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#define ColorSpaceDouble half4(4.59479380, 4.59479380, 4.59479380, 2.0)
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#endif
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uniform float _PW_SrcBlend;
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uniform float _PW_DstBlend;
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uniform sampler2D _CameraOpaqueTexture;
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uniform sampler2D _ScreenNormals;
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uniform sampler2D _CameraDepthTexture;
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uniform sampler2D _DataMap;
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uniform half _DataMapOffsetX;
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uniform half _DataMapOffsetZ;
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uniform half _DataMapPointScale;
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uniform sampler2D _WaterDepthRamp;
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uniform half _TransparentMin;
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uniform half _TransparentDepth;
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uniform half _ReflectionStrength;
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uniform sampler2D _NormalLayer0;
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uniform sampler2D _NormalLayer1;
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uniform sampler2D _NormalLayer2;
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uniform sampler2D _NormalFadeMap;
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uniform half _NormalLayer0Scale;
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uniform half _NormalLayer1Scale;
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uniform half _NormalLayer2Scale;
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uniform half _NormalFadeStart;
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uniform half _NormalFadeDistance;
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uniform float _NormalMoveScale;
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uniform half _FoamDepth;
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uniform half _FoamStrength;
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uniform sampler2D _ReflectionTex;
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uniform half4 _ReflectionColor;
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uniform half4 _UnderWaterColor;
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uniform half4 _EdgeWaterColor;
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uniform half _EdgeWaterDist;
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half _NormalTile;
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half _FoamTexTile;
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half _WaveSpeed;
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half _WaveLength;
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float _WaveSteepness;
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float _WaveScale;
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float _ReflectionDistortion;
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float4 _WaveDirection;
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float _WaveShoreClamp;
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float _WaveDirGlobal;
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float _WaveBackwashToggle;
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float _WavePeakToggle;
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// half _Metallic;
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half _Smoothness;
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half4 _AmbientColor;
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sampler2D _FoamTex;
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struct PWSurface
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{
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half roughness;
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half roughnessX2;
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half metallic;
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half4 finalRGBA;
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half3 specularColor;
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half reflectInverse;
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half3 reflection;
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half reflectivity;
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half dotNV;
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half3 depthColor;
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half3 debug;
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};
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