Quick fix for water exclusion. (#3666)

* Fix for water exclusion when shoreline fade is disabled.
meow-7.2.2
Jonathan "Geenz" Goodman 2025-03-05 19:51:59 -05:00 committed by GitHub
parent 59495b81cc
commit aa060ae56c
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1 changed files with 4 additions and 1 deletions

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@ -264,8 +264,11 @@ void main()
// Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect".
#ifdef SHORELINE_FADE
fade = max(0,min(1, (pos.z - refPos.z) / 10)) * water_mask;
fade = max(0,min(1, (pos.z - refPos.z) / 10))
#else
fade = 1 * water_mask;
#endif
distort2 = mix(distort, distort2, min(1, fade * 10));
depth = texture(depthMap, distort2).r;