anchor.diff:    DoTilesLayers(aFOW);
     DoOverlays(aFOW);
     DoLighting(aFOW);
  +//  DoWater(aAnimStep, aFOW);
     DoShadows(aFOW);
   
     {$IFDEF PERFLOG}
  
positive.code: 
            if TileHasToBeRendered(I*J = 0,tX,tY,aFow) then // Do not render tiles fully covered by FOW
            begin
              texTileC := fTileUVLookup[Land[tY, tX].BaseLayer.Terrain, Land^[tY, tX].BaseLayer.Rotation mod 4];
  
              vtxOffset := tilesCnt * 4;
              indOffset := tilesCnt * 6;
  
negative.code:   sizeX := Max(fClipRect.Right - fClipRect.Left, 0);
    SizeY := Max(fClipRect.Bottom - fClipRect.Top, 0);
  
    texOffsetWater := 5000 + 300 * (aAnimStep mod 8 + 1);       // 5300..7400
    texOffsetFalls := 5000 + 300 * (aAnimStep mod 5 + 1 + 8);   // 7700..8900
    texOffsetSwamp := 5000 + 300 * ((aAnimStep mod 24) div 8 + 1 + 8 + 5); // 9200..9800
  
    tilesCnt := 0;
    fowCnt := 0;
  