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diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl
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+/**
+ * @file class3/deferred/waterHazeV.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+in vec3 position;
+
+uniform vec2 screen_res;
+
+out vec4 vary_fragcoord;
+
+// forwards
+void setAtmosAttenuation(vec3 c);
+void setAdditiveColor(vec3 c);
+
+uniform vec4 waterPlane;
+
+uniform int above_water;
+
+uniform mat4 modelview_projection_matrix;
+
+void main()
+{
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
+
+ if (above_water > 0)
+ {
+ pos = modelview_projection_matrix*pos;
+ }
+
+ gl_Position = pos;
+
+ // appease OSX GLSL compiler/linker by touching all the varyings we said we would
+ setAtmosAttenuation(vec3(1));
+ setAdditiveColor(vec3(0));
+
+ vary_fragcoord = pos;
+}