Shaders: fix fog not affecting opaque liquids

This commit is contained in:
RealBadAngel 2016-02-23 20:32:57 +01:00 committed by paramat
parent 8591713405
commit e8a3d22cbe

@ -194,7 +194,7 @@ void main(void)
vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0); 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; float alpha = gl_Color.a;
if (fogDistance != 0.0) { if (fogDistance != 0.0) {
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));