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authorJonathan "Geenz" Goodman <geenz@lindenlab.com>2025-03-24 17:59:13 -0400
committerGitHub <noreply@github.com>2025-03-24 17:59:13 -0400
commit5e5d466628f3576bb48b63f143502ea914f79bca (patch)
tree643598d6a844100c95d9383b155c8711ac14931f /indra/newview/app_settings/shaders
parent7fc9c0baa430875dce44778d5d72b302858f9f4e (diff)
Readd probe count setting (#3793)
* Readd max probe count. Disable dynamic probe allocation by default (for now).
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl3
1 files changed, 2 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 1b7b0c1937..e57aa69731 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -26,6 +26,7 @@
// class3/environment/waterF.glsl
#define WATER_MINIMAL 1
+#define SHORELINE_FADE 1
out vec4 frag_color;
@@ -264,7 +265,7 @@ void main()
// Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect".
#ifdef SHORELINE_FADE
- fade = max(0,min(1, (pos.z - refPos.z) / 10))
+ fade = max(0,min(1, (pos.z - refPos.z) / 10));
#else
fade = 1 * water_mask;
#endif