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r4236 | acceptthis | 2013-03-06 17:39:51 +0000 (Wed, 06 Mar 2013) | 1 line

glsl fix. gotta get a proper way to force nvidia to comply some time. :s
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git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4232 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2013-03-12 23:14:02 +00:00
parent de4a7409b2
commit 301f0a9071

View file

@ -106,17 +106,17 @@ void main (void)
} }
//reduce the normals in shallow water (near walls, reduces the pain of linear sampling) //reduce the normals in shallow water (near walls, reduces the pain of linear sampling)
if (depth < 100) if (depth < 100.0)
n *= depth/100.0; n *= depth/100.0;
#else #else
depth = 1; depth = 1.0;
#endif #endif
//refraction image (and water fog, if possible) //refraction image (and water fog, if possible)
refr = texture2D(s_t0, stc + n.st*STRENGTH*cvar_r_glsl_turbscale).rgb * TINT; refr = texture2D(s_t0, stc + n.st*STRENGTH*cvar_r_glsl_turbscale).rgb * TINT;
#ifdef DEPTH #ifdef DEPTH
refr = mix(refr, FOGTINT, min(depth/4096, 1)); refr = mix(refr, FOGTINT, min(depth/4096.0, 1.0));
#endif #endif
//reflection/diffuse //reflection/diffuse