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authorRealBadAngel <maciej.kasatkin@o2.pl>2016-02-23 20:32:57 +0100
committerparamat <mat.gregory@virginmedia.com>2016-02-23 23:51:41 +0000
commite8a3d22cbef3aa2764c1ad217585667276df8c80 (patch)
treef56d0ff0c8f4e73b0b61f0428aacc87f21b0c933 /client
parent8591713405419c434801c61ca59a9b6c019eb957 (diff)
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Shaders: fix fog not affecting opaque liquids
Diffstat (limited to 'client')
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 49befa8d4..6862842a7 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -194,7 +194,7 @@ void main(void)
vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
-#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
+#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT
float alpha = gl_Color.a;
if (fogDistance != 0.0) {
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));