Shaders: fix fog not affecting opaque liquids
This commit is contained in:
parent
8591713405
commit
e8a3d22cbe
|
@ -194,7 +194,7 @@ void main(void)
|
|||
|
||||
vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
|
||||
|
||||
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
|
||||
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT
|
||||
float alpha = gl_Color.a;
|
||||
if (fogDistance != 0.0) {
|
||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||
|
|
Loading…
Reference in New Issue