From bd25688867d824a3c21ffce93d689bb30e4ba803 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 30 Jan 2019 10:38:41 -0800 Subject: SL-9996 Force frag depth in water shaders to avoid z-fighting at back edge of water edge pieces. --- indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 5 ++++- indra/newview/app_settings/shaders/class1/environment/waterF.glsl | 2 ++ 2 files changed, 6 insertions(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index ceadb9fb67..d9ae37fbfa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -167,7 +167,10 @@ void main() color.a = spec * sunAngle2; vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - + + // force frag depth which doesn't z-fight + gl_FragDepth = 0.99999f; + 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 19158f4505..c4b3684141 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -157,5 +157,7 @@ void main() color.rgb = scaleSoftClip(color.rgb); color.a = spec * sunAngle2; + // force frag depth to fix z-fighting at back edge of water edge pieces + gl_FragDepth = 0.99999; frag_color = color; } -- cgit v1.2.3