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Re-apply the multiplicative brightness overlay (scene*br, no white washout) and stop it compounding through water refraction. Water refraction samples a scene-history image captured from the final swapchain, which has the display brightness baked in; re-applying brightness on the water each frame fed back through that temporal capture and blew out (a multiply diverges where the old white-lerp converged). Pass the brightness factor to the water shader and divide it back out of the refraction sample, so refraction sees the un-brightened scene and the display still gets a true multiply. This also fixes the latent darkening feedback (water creeping to black). No pass restructuring; localized to the overlay + water shader.