diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 09c40b652..4d9ce1c12 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -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; } diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl index d910220e9..b4c0cc4f8 100644 --- a/client/shaders/water_surface_shader/opengl_fragment.glsl +++ b/client/shaders/water_surface_shader/opengl_fragment.glsl @@ -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; }