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authornat-goodspeed <nat@lindenlab.com>2024-09-05 08:37:16 -0400
committerGitHub <noreply@github.com>2024-09-05 08:37:16 -0400
commit7ac4c3b56e5246fceaa73e7c9c665d3c04827d6c (patch)
treee96334bd9299102ebdaf229eec9cf4c2165f8c2f /indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
parent487973d3f0ee9b8583b3d977ca6a405cba5fe518 (diff)
parent6a747e1ce027700a3609f4c377179bfa29c3ce31 (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.glsl6
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
-
+
}