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author | Jonathan "Geenz" Goodman <geenz@lindenlab.com> | 2025-03-05 19:51:59 -0500 |
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committer | GitHub <noreply@github.com> | 2025-03-06 00:51:59 +0000 |
commit | aa060ae56c62869bb1d0f590e9a6eb681aabcefc (patch) | |
tree | af2343b30d9835ef39a30fa12e6a4924271917c2 | |
parent | 59495b81cc64305231c18d2538a9f4a8bddd5194 (diff) |
Quick fix for water exclusion. (#3666)
* Fix for water exclusion when shoreline fade is disabled.
-rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 24c086dabe..1b7b0c1937 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -264,8 +264,11 @@ void main() // 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; + fade = max(0,min(1, (pos.z - refPos.z) / 10)) +#else + fade = 1 * water_mask; #endif + distort2 = mix(distort, distort2, min(1, fade * 10)); depth = texture(depthMap, distort2).r; |