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author | RealBadAngel <maciej.kasatkin@o2.pl> | 2016-02-23 20:32:57 +0100 |
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committer | paramat <mat.gregory@virginmedia.com> | 2016-02-23 23:51:41 +0000 |
commit | e8a3d22cbef3aa2764c1ad217585667276df8c80 (patch) | |
tree | f56d0ff0c8f4e73b0b61f0428aacc87f21b0c933 /client/shaders/nodes_shader | |
parent | 8591713405419c434801c61ca59a9b6c019eb957 (diff) | |
download | minetest-e8a3d22cbef3aa2764c1ad217585667276df8c80.tar.gz minetest-e8a3d22cbef3aa2764c1ad217585667276df8c80.tar.bz2 minetest-e8a3d22cbef3aa2764c1ad217585667276df8c80.zip |
Shaders: fix fog not affecting opaque liquids
Diffstat (limited to 'client/shaders/nodes_shader')
-rw-r--r-- | client/shaders/nodes_shader/opengl_fragment.glsl | 2 |
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)); |