float WATER_DENSITY = mix(0.9, 1.5, float(isEyeInWater == 0));
const vec3 WATER_ABSORP = (vec3(WATER_ABSORP_R, WATER_ABSORP_G, WATER_ABSORP_B)*_sRGB_AP1_ALBEDO)*1.4;
const vec3 WATER_SCATTER = (vec3(0.07, 0.36, 0.430) * _sRGB_AP1_ALBEDO)*0.7*WATER_TURBIDITY;
const vec3 WATER_EXTINC = WATER_ABSORP + WATER_SCATTER;