feat(render): add planar water reflections
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@@ -19,6 +19,7 @@ layout(location = 5) out vec3 out_base_diffuse;
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layout(location = 6) out vec3 out_base_specular;
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layout(location = 7) out vec3 out_overlay_diffuse;
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layout(location = 8) out vec3 out_overlay_specular;
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layout(location = 9) out float out_world_z;
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layout(std140, set = 0, binding = 4) uniform FrameConstants {
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mat4 clip_from_world;
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@@ -241,6 +242,7 @@ LightingTerms native_material_lighting(
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}
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void main() {
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out_world_z = in_position.z;
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out_color = in_color;
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out_uv = in_uv;
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out_detail_uv = in_detail_uv;
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