#if WATER_STYLE >= 2 || defined FANCY_NETHERPORTAL || defined GENERATED_NORMALS || defined POM
#if WATER_STYLE >= 2 || defined FANCY_NETHERPORTAL || defined GENERATED_NORMALS || defined POM
in vec2 signMidCoordPos;
in vec2 signMidCoordPos;
flat in vec2 absMidCoordPos;
flat in vec2 absMidCoordPos;
#endif
#endif
#ifdef POM
#ifdef POM
in vec4 vTexCoordAM;
in vec4 vTexCoordAM;
#endif
#endif
//Uniforms//
//Uniforms//
uniform int isEyeInWater;
uniform int isEyeInWater;
uniform int frameCounter;
uniform int frameCounter;
uniform int heldItemId;
uniform int heldItemId;
uniform int heldItemId2;
uniform int heldItemId2;
uniform float near;
uniform float near;
uniform float far;
uniform float far;
uniform float nightVision;
uniform float nightVision;
uniform float blindness;
uniform float blindness;
uniform float darknessFactor;
uniform float darknessFactor;
uniform float frameTimeCounter;
uniform float frameTimeCounter;
uniform ivec2 eyeBrightness;
uniform ivec2 eyeBrightness;
uniform vec3 skyColor;
uniform vec3 skyColor;
uniform vec3 cameraPosition;
uniform vec3 cameraPosition;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferModelViewInverse;
uniform mat4 shadowModelView;
uniform mat4 shadowModelView;
uniform mat4 shadowProjection;
uniform mat4 shadowProjection;
uniform float viewWidth;
uniform float viewWidth;
uniform float viewHeight;
uniform float viewHeight;
uniform float aspectRatio;
uniform float aspectRatio;
uniform sampler2D tex;
uniform sampler2D tex;
uniform sampler2D noisetex;
uniform sampler2D noisetex;
#if WATER_STYLE >= 2 || defined CLOUDS_REIMAGINED && defined CLOUD_SHADOWS || WATER_REFLECT_QUALITY >= 1 && defined SKY_EFFECT_REFLECTION && defined VL_CLOUDS_ACTIVE
#if WATER_STYLE >= 2 || defined CLOUDS_REIMAGINED && defined CLOUD_SHADOWS || WATER_REFLECT_QUALITY >= 1 && defined SKY_EFFECT_REFLECTION && defined VL_CLOUDS_ACTIVE