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author | Jonathan "Geenz" Goodman <geenz@lindenlab.com> | 2025-03-05 19:42:30 -0500 |
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committer | GitHub <noreply@github.com> | 2025-03-05 19:42:30 -0500 |
commit | 59495b81cc64305231c18d2538a9f4a8bddd5194 (patch) | |
tree | eadbf991925bdefaab502114c53e0197658ae229 | |
parent | 51f2504cfea834dbb8fb0c543e40182abab0ac7f (diff) |
Hide shoreline fade behind a shader variant. (#3665)
#3650 Fixed transparent particles over water make the water look black under their transparent parts
-rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 2121088405..24c086dabe 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -263,7 +263,9 @@ void main() vec3 refPos = getPositionWithNDC(vec3(distort*2.0-vec2(1.0), depth*2.0-1.0)); // Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect". +#ifdef SHORELINE_FADE fade = max(0,min(1, (pos.z - refPos.z) / 10)) * water_mask; +#endif distort2 = mix(distort, distort2, min(1, fade * 10)); depth = texture(depthMap, distort2).r; |