vec4 rawWaterColor          =vec4(pow(fogColor, vec3(UNDERWATER_R, UNDERWATER_G, UNDERWATER_B)) * UNDERWATER_I * 0.2, 1.0);
vec4 rawWaterColorSqrt      =rawWaterColor * rawWaterColor;
vec4 rawWaterColorLightshaft=vec4(pow(fogColor*0.25, vec3(UNDERWATERL_R, UNDERWATERL_G, UNDERWATERL_B)) * UNDERWATERL_I * 0.2, 1.0);
vec4 waterColorSqrt         =vec4(WATER_R, WATER_G, WATER_B, 255.0) * WATER_I / 255.0;
vec4 waterColor             =waterColorSqrt * waterColorSqrt;

const float waterAlpha   =WATER_A;
const float waterFogRange=64.0 / WATER_FOG_DENSITY;