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author | Zack Middleton <zturtleman@gmail.com> | 2014-08-29 02:39:37 -0500 |
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committer | Tim Angus <tim@ngus.net> | 2015-03-17 11:38:06 +0000 |
commit | f67547574ba6f11f8e52ceba614992ca953aae4a (patch) | |
tree | ebfd5e381a2c1066a537d6b983d4ae3f486d9502 /src/renderergl2 | |
parent | 3e90490cb5972e2bce7077dde1b795d2c23021c6 (diff) |
Fix 6155: OpenGL2: some shader stages remains visible through fog volumes
Fix CalcFog in generic_vp.glsl to fog fogged surfaces.
Now it's the same as CalcFog in fogpass_vp.glsl.
Fixes shaders that use adjustColorsForFog. Impact wallmarks, blood sprites, flame textures and so on.
Diffstat (limited to 'src/renderergl2')
-rw-r--r-- | src/renderergl2/glsl/generic_vp.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/renderergl2/glsl/generic_vp.glsl b/src/renderergl2/glsl/generic_vp.glsl index 0e5b38b4..8543ffd7 100644 --- a/src/renderergl2/glsl/generic_vp.glsl +++ b/src/renderergl2/glsl/generic_vp.glsl @@ -193,7 +193,7 @@ float CalcFog(vec3 position) float t = dot(vec4(position, 1.0), u_FogDepth); float eyeOutside = float(u_FogEyeT < 0.0); - float fogged = float(t < eyeOutside); + float fogged = float(t >= eyeOutside); t += 1e-6; t *= fogged / (t - u_FogEyeT * eyeOutside); |