anchor.diff:  	}
   	vec3 L = light_path / light_length;
   	vec4 diffuse = vec4(max(dot(N, -L), 0.0) * diffuse_albedo, 1.0);
  -	vec3 eye_rel = normalize(f.position.xyz - eye_pos);
   	float powered = pow(max(dot(reflect(L, N), eye_rel), 0.0), 128.0);
   	vec3 specular = vec3(powered * specular_albedo * spec);
   	fcolor += vec4((bambient * color + (vec4(1.0) * atten * (diffuse * vec4(light_color, 1.0)) * color) +
   		(vec4(min(specular, 1.0), 0.0) * vec4(light_color, 1.0) * atten)).xyz, color.w);
   #endif // else-shadows
  +	}
  +#endif // lit
   	if (rhBlur > 0.0)
   	{
   		vec3 nflat = normalize(f.tbn * vec3(0.0, 0.0, 1.0));
  -		float water_side = -dot(eye_rel, nflat) * rhBlur;
  -		opacity_mod = 1.0 / (0.5 + water_side);
  +		float water_side = min(-dot(eye_rel, nflat), 0.2) * rhBlur;
  +		opacity_mod = 1.0 / (0.6 + water_side);
   		//fcolor.xyz += tcolor.xyz * opacity_mod;
   	}
  -	}
  -#endif // lit
   #if MCM_GOOD_GRAPHICS
       fcolor = vec4(desaturate(fcolor.xyz), 1.0); // TODO: Make available to all, not just good graphics only! Or a separate CVar!
   #endif
  
positive.code: #endif // else-good graphics
  	vec3 L = light_path / light_length;
  	vec4 diffuse = vec4(max(dot(N, -L), 0.0) * diffuse_albedo, 1.0);
  	vec3 eye_rel = normalize(f.position.xyz - eye_pos);
  	float powered = pow(max(dot(reflect(L, N), eye_rel), 0.0), 128.0);
  	vec3 specular = vec3(powered * specular_albedo * spec);
  	fcolor += vec4((bambient * color + (vec4(depth, depth, depth, 1.0) * atten * (diffuse * vec4(light_color, 1.0)) * color) +
  
negative.code: 	vec4 color = tcolor;
  	fcolor = color;
  	float opacity_mod = 1.0;
  	vec3 eye_rel = normalize(f.position.xyz);
  #if MCM_LIT
  	fcolor = vec4(0.0);
  	vec3 norms = texture(normal_tex, f.texcoord).xyz * 2.0 - 1.0;
  