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-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl5
1 files changed, 4 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 24c086dabe..1b7b0c1937 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -264,8 +264,11 @@ 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)) * water_mask;
+ fade = max(0,min(1, (pos.z - refPos.z) / 10))
+#else
+ fade = 1 * water_mask;
#endif
+
distort2 = mix(distort, distort2, min(1, fade * 10));
depth = texture(depthMap, distort2).r;