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Fix fog calculation in water shader.

Lasse Öörni 12 years ago
parent
commit
2019ff7125
2 changed files with 2 additions and 2 deletions
  1. 1 1
      Bin/CoreData/Shaders/GLSL/Water.frag
  2. 1 1
      Bin/CoreData/Shaders/HLSL/Water.hlsl

+ 1 - 1
Bin/CoreData/Shaders/GLSL/Water.frag

@@ -29,5 +29,5 @@ void main()
     vec3 reflectColor = texture2D(sDiffMap, reflectUV).rgb;
     vec3 reflectColor = texture2D(sDiffMap, reflectUV).rgb;
     vec3 finalColor = mix(refractColor, reflectColor, fresnel);
     vec3 finalColor = mix(refractColor, reflectColor, fresnel);
 
 
-    gl_FragColor = vec4(GetFog(finalColor, vEyeVec.w), 1.0);
+    gl_FragColor = vec4(GetFog(finalColor, GetFogFactor(vEyeVec.w)), 1.0);
 }
 }

+ 1 - 1
Bin/CoreData/Shaders/HLSL/Water.hlsl

@@ -56,5 +56,5 @@ void PS(
     float3 reflectColor = tex2D(sDiffMap, reflectUV).rgb;
     float3 reflectColor = tex2D(sDiffMap, reflectUV).rgb;
     float3 finalColor = lerp(refractColor, reflectColor, fresnel);
     float3 finalColor = lerp(refractColor, reflectColor, fresnel);
 
 
-    oColor = float4(GetFog(finalColor, iEyeVec.w), 1.0);
+    oColor = float4(GetFog(finalColor, GetFogFactor(iEyeVec.w)), 1.0);
 }
 }