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author | Graham Linden <graham@lindenlab.com> | 2019-04-02 16:21:51 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-04-02 16:21:51 -0700 |
commit | 4a0f3db9a4d741d3c2f9bf4c028670de587f3330 (patch) | |
tree | e3ba397125f7cfb3abead5f96bb50e65823522f4 /indra/newview/app_settings/shaders/class1/deferred/starsF.glsl | |
parent | 02a4740c1bf5f68810fe2cab226d54236add3892 (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/starsF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/starsF.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 8a98d6a489..bac79a9fdc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -62,6 +62,6 @@ void main() frag_data[1] = vec4(0.0f); frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); - gl_FragDepth = 0.9998; + gl_FragDepth = 0.99995f; } |