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authorJonathan "Geenz" Goodman <geenz@lindenlab.com>2025-03-05 19:51:59 -0500
committerGitHub <noreply@github.com>2025-03-06 00:51:59 +0000
commitaa060ae56c62869bb1d0f590e9a6eb681aabcefc (patch)
treeaf2343b30d9835ef39a30fa12e6a4924271917c2
parent59495b81cc64305231c18d2538a9f4a8bddd5194 (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.glsl5
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;