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authorDave Parks <davep@lindenlab.com>2022-10-05 08:11:33 -0500
committerDave Parks <davep@lindenlab.com>2022-10-05 08:11:33 -0500
commit30bcc7d6d5fa4ceedfec28cc0973c253364c555e (patch)
tree55be9de647378b14acfb2681f050bf8b4fbc7ae2 /indra/newview/app_settings/shaders/class1/environment/waterV.glsl
parent1e72e3d82c438c2ca17bd8efb80709eaca6c14ca (diff)
SL-18190 WIP - Add refraction to water without splitting scene between above and below water
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/environment/waterV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterV.glsl1
1 files changed, 1 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
index e95f268681..a0a0e7dfca 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
@@ -46,6 +46,7 @@ out vec3 vary_position;
out vec3 vary_light_dir;
out vec3 vary_tangent;
out vec3 vary_normal;
+out vec2 vary_fragcoord;
float wave(vec2 v, float t, float f, vec2 d, float s)
{