mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-10 14:42:13 +00:00
------------------------------------------------------------------------
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
This commit is contained in:
parent
de4a7409b2
commit
301f0a9071
1 changed files with 3 additions and 3 deletions
|
@ -106,17 +106,17 @@ void main (void)
|
|||
}
|
||||
|
||||
//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;
|
||||
#else
|
||||
depth = 1;
|
||||
depth = 1.0;
|
||||
#endif
|
||||
|
||||
|
||||
//refraction image (and water fog, if possible)
|
||||
refr = texture2D(s_t0, stc + n.st*STRENGTH*cvar_r_glsl_turbscale).rgb * TINT;
|
||||
#ifdef DEPTH
|
||||
refr = mix(refr, FOGTINT, min(depth/4096, 1));
|
||||
refr = mix(refr, FOGTINT, min(depth/4096.0, 1.0));
|
||||
#endif
|
||||
|
||||
//reflection/diffuse
|
||||
|
|
Loading…
Reference in a new issue