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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 ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4232 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 3 additions and 3 deletions
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@ -106,17 +106,17 @@ void main (void)
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}
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//reduce the normals in shallow water (near walls, reduces the pain of linear sampling)
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if (depth < 100)
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if (depth < 100.0)
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n *= depth/100.0;
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#else
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depth = 1;
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depth = 1.0;
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#endif
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//refraction image (and water fog, if possible)
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refr = texture2D(s_t0, stc + n.st*STRENGTH*cvar_r_glsl_turbscale).rgb * TINT;
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#ifdef DEPTH
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refr = mix(refr, FOGTINT, min(depth/4096, 1));
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refr = mix(refr, FOGTINT, min(depth/4096.0, 1.0));
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#endif
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//reflection/diffuse
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