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| author | Jonathan "Geenz" Goodman <geenz@lindenlab.com> | 2025-04-15 10:14:27 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-04-15 10:14:27 -0400 |
| commit | d19d44cc727b4c360ff8618c4c9375f4f10cec71 (patch) | |
| tree | 46ce4ffb1a10c1203a0189918ddc536cf5a9a958 /indra/newview/app_settings/shaders/class3/environment | |
| parent | 42dc4501b5c66ddeb9d1fa16ee424e2de988028b (diff) | |
| parent | cf2b4dbfb280986cf859b12fd55158d7b9e0ac3d (diff) | |
Merge pull request #3911 from secondlife/main
Merge 2025.03 release into develop.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/environment')
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 7 |
1 files changed, 6 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 2121088405..349f3b9a67 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -263,7 +263,12 @@ void main() vec3 refPos = getPositionWithNDC(vec3(distort*2.0-vec2(1.0), depth*2.0-1.0)); // Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect". - fade = max(0,min(1, (pos.z - refPos.z) / 10)) * water_mask; +#ifdef SHORELINE_FADE + fade = max(0,min(1, (pos.z - refPos.z) / 10)); +#else + fade = 1; +#endif + fade *= water_mask; distort2 = mix(distort, distort2, min(1, fade * 10)); depth = texture(depthMap, distort2).r; |
