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authorZack Middleton <zturtleman@gmail.com>2014-08-29 02:39:37 -0500
committerTim Angus <tim@ngus.net>2015-03-17 11:38:06 +0000
commitf67547574ba6f11f8e52ceba614992ca953aae4a (patch)
treeebfd5e381a2c1066a537d6b983d4ae3f486d9502 /src
parent3e90490cb5972e2bce7077dde1b795d2c23021c6 (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')
-rw-r--r--src/renderergl2/glsl/generic_vp.glsl2
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);