Sun renders on water shader in some situations where it shouldn't
- Sun specularity is visible on underside of water
- Invisible sun (during rainy/etc weather) breaks the transparency of water
Subissue 2 can be addressed by:
`gl_FragData[0].w = clamp(fresnel*6.0 + specular * gl_LightSource[0].specular.w, 0.0, 1.0);`
because mGlareView seems to leak into the shader as gl_LightSource[0].specular.w.
Edited by wareya