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authorGraham Linden <graham@lindenlab.com>2019-01-31 09:56:37 -0800
committerGraham Linden <graham@lindenlab.com>2019-01-31 09:56:37 -0800
commit767fb53aeb1ac92a141586b1c0b5d1e5d327b281 (patch)
tree969fe889ad0eed03676030e7a9a13965b077d20a /indra/newview/app_settings/shaders/class1/deferred
parent695490d41b5be60570806ec0179b0334d032a531 (diff)
9996 partial fix (works for non-ALM rendering only)
Use a new edge water shader to allow forcing frag depth to avoid z-fighting at back edge of water edge pieces. This will not work for ALM because forcing the depth breaks the use of the depth to backproject gbuffer position which breaks lighting calcs.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl5
1 files changed, 0 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index df7b8f3f92..40d4c24d34 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -169,11 +169,6 @@ void main()
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
-#if defined(WATER_EDGE)
- // force frag depth which doesn't z-fight
- gl_FragDepth = 0.99999f;
-#endif
-
frag_data[0] = vec4(color.rgb, color); // diffuse
frag_data[1] = vec4(0); // speccolor, spec
frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0