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diff --git a/mp/src/materialsystem/stdshaders/WaterCheapNoFresnel_ps11.psh b/mp/src/materialsystem/stdshaders/WaterCheapNoFresnel_ps11.psh
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+++ b/mp/src/materialsystem/stdshaders/WaterCheapNoFresnel_ps11.psh
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+ps.1.1
+
+; Get the 3-vector from the normal map
+tex t0
+
+; Perform matrix multiply to get a local normal bump. Then
+; reflect the eye vector through the normal and sample from
+; a cubic environment map.
+texm3x3pad t1, t0_bx2
+texm3x3pad t2, t0_bx2
+texm3x3vspec t3, t0_bx2
+
+mul r0.rgb, t3, c1 ; multiply color by reflecttint
++mov_sat r0.a, v0.a ; NOTE: This is necessary since v0.a can be outside 0 - 1!
+add_sat r0.a, c1.a, r0.a ; cheap water blend factor + constant blend factor
+
+
+