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Water now renders behind glass! (this is harder than most people realise) !image
Specular highlights are now calculated using the IOR of water when the player is underwater !image
New directional lighting method adapted from NinjaMike's works on NVIDIA
Ambient Occlusion and Global Illumination now Actually Work™
Added a refraction option you shouldn't use because it looks weird
New 'experiments' section in the settings where the stuff you shouldn't use is