SH-2546 Fix for black water under terrain (use vec3 instead of float for vary_AtmosAttenuation
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a6e40e6e02
commit
8c8edbbaeb
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@ -25,7 +25,6 @@
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VARYING vec3 vary_PositionEye;
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VARYING float fog_depth;
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vec3 getPositionEye()
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{
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@ -35,5 +34,4 @@ vec3 getPositionEye()
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void setPositionEye(vec3 v)
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{
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vary_PositionEye = v;
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fog_depth = v.z;
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}
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@ -24,9 +24,8 @@
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*/
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VARYING vec3 vary_PositionEye;
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VARYING vec3 vary_SunlitColor;
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VARYING vec3 vary_AdditiveColor;
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VARYING float vary_AtmosAttenuation;
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VARYING vec3 vary_AtmosAttenuation;
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vec3 getSunlitColor()
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{
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@ -42,7 +41,7 @@ vec3 getAdditiveColor()
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}
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vec3 getAtmosAttenuation()
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{
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return vec3(vary_AtmosAttenuation);
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return vary_AtmosAttenuation;
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}
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vec3 getPositionEye()
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{
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@ -25,7 +25,7 @@
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VARYING vec3 vary_PositionEye;
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VARYING vec3 vary_AdditiveColor;
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VARYING float vary_AtmosAttenuation;
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VARYING vec3 vary_AtmosAttenuation;
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vec3 atmos_attenuation;
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vec3 sunlit_color;
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@ -77,5 +77,5 @@ void setAdditiveColor(vec3 v)
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void setAtmosAttenuation(vec3 v)
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{
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atmos_attenuation = v;
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vary_AtmosAttenuation = v.r;
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vary_AtmosAttenuation = v;
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}
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