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Fix 6155: OpenGL2: some shader stages remains visible through fog volumes
Fix CalcFog in generic_vp.glsl to fog fogged surfaces. Now it's the same as CalcFog in fogpass_vp.glsl. Fixes shaders that use adjustColorsForFog. Impact wallmarks, blood sprites, flame textures and so on.
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@ -193,7 +193,7 @@ float CalcFog(vec3 position)
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float t = dot(vec4(position, 1.0), u_FogDepth);
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float eyeOutside = float(u_FogEyeT < 0.0);
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float fogged = float(t < eyeOutside);
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float fogged = float(t >= eyeOutside);
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t += 1e-6;
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t *= fogged / (t - u_FogEyeT * eyeOutside);
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