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authorGraham Linden <graham@lindenlab.com>2019-04-02 16:21:51 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-02 16:21:51 -0700
commit4a0f3db9a4d741d3c2f9bf4c028670de587f3330 (patch)
treee3ba397125f7cfb3abead5f96bb50e65823522f4 /indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
parent02a4740c1bf5f68810fe2cab226d54236add3892 (diff)
SL-10857
Juggle forced frag depths for moon/sun/stars/sky to get depth fighting with distant terrain...wait for it...sorted.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/skyF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index f8172cae17..72b7aa9036 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -58,6 +58,6 @@ void main()
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog
- gl_FragDepth = 0.999f;
+ gl_FragDepth = 0.99999f;
}