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-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