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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterF.glsl5
2 files changed, 2 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index df7b8f3f92..40d4c24d34 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -169,11 +169,6 @@ void main()
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
-#if defined(WATER_EDGE)
- // force frag depth which doesn't z-fight
- gl_FragDepth = 0.99999f;
-#endif
-
frag_data[0] = vec4(color.rgb, color); // diffuse
frag_data[1] = vec4(0); // speccolor, spec
frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index 415d0b9db4..f228deb938 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -157,9 +157,8 @@ void main()
color.rgb = scaleSoftClip(color.rgb);
color.a = spec * sunAngle2;
-#if defined(WATER_EDGE)
- // force frag depth to fix z-fighting at back edge of water edge pieces
- gl_FragDepth = 0.99999;
+#if WATER_EDGE
+ gl_FragDepth = 0.9999847f;
#endif
frag_color = color;