Shaders: Remove special handling for liquids. (#4670)
parent
6eb6e75fff
commit
198ed60cab
|
@ -198,20 +198,11 @@ void main(void)
|
|||
col = applyToneMapping(col);
|
||||
#endif
|
||||
|
||||
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT
|
||||
float alpha = gl_Color.a;
|
||||
if (fogDistance != 0.0) {
|
||||
float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
|
||||
alpha = mix(0.0, alpha, d);
|
||||
}
|
||||
col = vec4(col.rgb, alpha);
|
||||
#else
|
||||
if (fogDistance != 0.0) {
|
||||
float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
|
||||
col = mix(skyBgColor, col, d);
|
||||
}
|
||||
col = vec4(col.rgb, base.a);
|
||||
#endif
|
||||
|
||||
gl_FragColor = col;
|
||||
}
|
||||
|
|
|
@ -154,20 +154,11 @@ vec4 base = texture2D(baseTexture, uv).rgba;
|
|||
col = applyToneMapping(col);
|
||||
#endif
|
||||
|
||||
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
|
||||
float alpha = gl_Color.a;
|
||||
if (fogDistance != 0.0) {
|
||||
float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
|
||||
alpha = mix(0.0, alpha, d);
|
||||
}
|
||||
col = vec4(col.rgb, alpha);
|
||||
#else
|
||||
if (fogDistance != 0.0) {
|
||||
float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
|
||||
col = mix(skyBgColor, col, d);
|
||||
}
|
||||
col = vec4(col.rgb, base.a);
|
||||
#endif
|
||||
|
||||
gl_FragColor = col;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue