" // content.\n"
" // Remove this 'ack once we have a better way to stop this thing from\n"
" // 'appening.\n"
-" float f = 1;\n"
-" f *= min(1, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.05, 0.05))) / 0.02);\n"
-" f *= min(1, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.05, -0.05))) / 0.02);\n"
-" f *= min(1, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.05, 0.05))) / 0.02);\n"
-" f *= min(1, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.05, -0.05))) / 0.02);\n"
-" f *= min(1, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.05, 0.05))) / 0.02);\n"
-" f *= min(1, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.05, -0.05))) / 0.02);\n"
-" f *= min(1, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.05, 0.05))) / 0.02);\n"
-" f *= min(1, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.05, -0.05))) / 0.02);\n"
-" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
+" float f = min(1, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.05, 0.05))) / 0.02);\n"
+" f *= min(1, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.05, -0.05))) / 0.02);\n"
+" f *= min(1, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.05, 0.05))) / 0.02);\n"
+" f *= min(1, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.05, -0.05))) / 0.02);\n"
+" ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
+" f = min(1, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.05, 0.05))) / 0.02);\n"
+" f *= min(1, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.05, -0.05))) / 0.02);\n"
+" f *= min(1, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.05, 0.05))) / 0.02);\n"
+" f *= min(1, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.05, -0.05))) / 0.02);\n"
+" ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
" // END OF UGLY UGLY UGLY HACK\n"
" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
" gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"