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Fixed ambient quad shader.

Lasse Öörni 14 years ago
parent
commit
ed3751e1f8
1 changed files with 1 additions and 1 deletions
  1. 1 1
      SourceAssets/GLSLShaders/Ambient.frag

+ 1 - 1
SourceAssets/GLSLShaders/Ambient.frag

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