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Shaders: Remove special handling for liquids. (#4670)
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lhofhansl authored and est31 committed Oct 26, 2016
1 parent 6eb6e75 commit 198ed60
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Showing 2 changed files with 0 additions and 18 deletions.
9 changes: 0 additions & 9 deletions client/shaders/nodes_shader/opengl_fragment.glsl
Expand Up @@ -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;
}
9 changes: 0 additions & 9 deletions client/shaders/water_surface_shader/opengl_fragment.glsl
Expand Up @@ -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;
}

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