SL-9996
Force frag depth in water shaders to avoid z-fighting at back edge of water edge pieces.meow-7.2.2
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12cd42221e
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bd25688867
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@ -167,7 +167,10 @@ void main()
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color.a = spec * sunAngle2;
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vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
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// force frag depth which doesn't z-fight
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gl_FragDepth = 0.99999f;
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frag_data[0] = vec4(color.rgb, color); // diffuse
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frag_data[1] = vec4(0); // speccolor, spec
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frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0
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@ -157,5 +157,7 @@ void main()
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color.rgb = scaleSoftClip(color.rgb);
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color.a = spec * sunAngle2;
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// force frag depth to fix z-fighting at back edge of water edge pieces
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gl_FragDepth = 0.99999;
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frag_color = color;
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}
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