Shaders: Remove special handling for liquids.

This commit is contained in:
Lars Hofhansl 2016-10-25 21:19:12 -07:00
parent 6eb6e75fff
commit 8460ea84b0
2 changed files with 0 additions and 18 deletions

View File

@ -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;
}

View File

@ -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;
}