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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/environment | |
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/environment')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/environment/waterF.glsl | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 19158f4505..c4b3684141 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -157,5 +157,7 @@ void main() color.rgb = scaleSoftClip(color.rgb); color.a = spec * sunAngle2; + // force frag depth to fix z-fighting at back edge of water edge pieces + gl_FragDepth = 0.99999; frag_color = color; } |