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authorlhofhansl <lhofhansl@yahoo.com>2016-10-26 07:24:45 -0700
committerest31 <est31@users.noreply.github.com>2016-10-26 16:24:45 +0200
commit198ed60cabd3066977df5360b7b32a6b895ea744 (patch)
tree267dd6ae2a40e25e646ebfc7a05078731c870268 /client
parent6eb6e75fff91f86d0e59d337f12ec93fcf9dc46e (diff)
downloadminetest-198ed60cabd3066977df5360b7b32a6b895ea744.tar.gz
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Shaders: Remove special handling for liquids. (#4670)
Diffstat (limited to 'client')
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl9
-rw-r--r--client/shaders/water_surface_shader/opengl_fragment.glsl9
2 files changed, 0 insertions, 18 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 09c40b652..4d9ce1c12 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -198,20 +198,11 @@ void main(void)
col = applyToneMapping(col);
#endif
-#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT
- float alpha = gl_Color.a;
- if (fogDistance != 0.0) {
- float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
- alpha = mix(0.0, alpha, d);
- }
- col = vec4(col.rgb, alpha);
-#else
if (fogDistance != 0.0) {
float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
col = mix(skyBgColor, col, d);
}
col = vec4(col.rgb, base.a);
-#endif
gl_FragColor = col;
}
diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl
index d910220e9..b4c0cc4f8 100644
--- a/client/shaders/water_surface_shader/opengl_fragment.glsl
+++ b/client/shaders/water_surface_shader/opengl_fragment.glsl
@@ -154,20 +154,11 @@ vec4 base = texture2D(baseTexture, uv).rgba;
col = applyToneMapping(col);
#endif
-#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
- float alpha = gl_Color.a;
- if (fogDistance != 0.0) {
- float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
- alpha = mix(0.0, alpha, d);
- }
- col = vec4(col.rgb, alpha);
-#else
if (fogDistance != 0.0) {
float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
col = mix(skyBgColor, col, d);
}
col = vec4(col.rgb, base.a);
-#endif
gl_FragColor = col;
}