Make terrain shader decide to include atmo effects or not based on whether we're underwater or not.

meow-7.2.2
Graham Linden 2019-04-26 08:01:36 -07:00
parent 948deb56d9
commit ca2f3dfd66
1 changed files with 5 additions and 3 deletions

View File

@ -61,12 +61,14 @@ void main()
float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
outColor.a = 0.0; // yes, downstream atmospherics
#ifdef WATER_FOG
outColor = applyWaterFogView(pos.xyz, outColor);
outColor.a = 1.0; // no downstream atmo
#endif
frag_data[0] = vec4(outColor.rgb, 0.0);
frag_data[0] = outColor;
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
vec3 nvn = normalize(vary_normal);
frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);