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@@ -20,5 +20,5 @@ void main()
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// Store coarse linear depth to alpha channel for deferred antialiasing
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gl_FragColor = vec4(ambientColor + GetFogFactor(linearDepth) * cFogColor, linearDepth);
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// Copy the actual hardware depth value with slight bias to the destination depth buffer
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- gl_FragDepth = min(depth + 0.0000001;
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+ gl_FragDepth = min(depth + 0.0000001, 1.0);
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}
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