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author | nat-goodspeed <nat@lindenlab.com> | 2024-09-05 08:37:16 -0400 |
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committer | GitHub <noreply@github.com> | 2024-09-05 08:37:16 -0400 |
commit | 7ac4c3b56e5246fceaa73e7c9c665d3c04827d6c (patch) | |
tree | e96334bd9299102ebdaf229eec9cf4c2165f8c2f /indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl | |
parent | 487973d3f0ee9b8583b3d977ca6a405cba5fe518 (diff) | |
parent | 6a747e1ce027700a3609f4c377179bfa29c3ce31 (diff) |
Merge pull request #2450 from secondlife/lua-merge
Merge updated 'main' branch into release/luau-scripting
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl index f6bef1e498..2bf785e773 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl @@ -28,8 +28,6 @@ out vec4 frag_color; // Inputs in vec4 vary_fragcoord; -uniform sampler2D normalMap; - vec4 getPositionWithDepth(vec2 pos_screen, float depth); float getDepth(vec2 pos_screen); @@ -43,7 +41,7 @@ void main() float depth = getDepth(tc.xy); if (above_water > 0) - { + { // we want to depth test when the camera is above water, but some GPUs have a hard time // with depth testing against render targets that are bound for sampling in the same shader // so we do it manually here @@ -60,5 +58,5 @@ void main() vec4 fogged = getWaterFogView(pos.xyz); frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results - + } |