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-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl7
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;