diff options
author | Graham Linden <graham@lindenlab.com> | 2019-01-30 10:38:41 -0800 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-01-30 10:38:41 -0800 |
commit | bd25688867d824a3c21ffce93d689bb30e4ba803 (patch) | |
tree | 7e6cfed929e76b25d8ca8f69e9b45b5f1a442f08 /indra/newview/app_settings/shaders/class1/deferred | |
parent | 12cd42221e16b8bbcd0ad115e0436b075d47d485 (diff) |
SL-9996
Force frag depth in water shaders to avoid z-fighting at back edge of water edge pieces.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index ceadb9fb67..d9ae37fbfa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -167,7 +167,10 @@ void main() color.a = spec * sunAngle2; vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - + + // force frag depth which doesn't z-fight + gl_FragDepth = 0.99999f; + 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 |