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author | Juan Linietsky <reduzio@gmail.com> | 2017-08-06 21:56:54 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2017-08-06 21:57:40 -0300 |
commit | 2ea64d2dc1419e6d6ea7541ce329dc696e26c10a (patch) | |
tree | 162f1c6dbb128e7f40190bc1dda629886ddb8683 /drivers/gles3/shaders | |
parent | 134b3edf5a34eb05322f064a9194c0ea81c39f6c (diff) |
Use vertex distance instead of z, fixes #9108
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 340a1f24d2..efb82441f4 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1929,7 +1929,7 @@ FRAGMENT_SHADER_CODE if (fog_depth_enabled) { - float fog_z = smoothstep(fog_depth_begin,z_far,-vertex.z); + float fog_z = smoothstep(fog_depth_begin,z_far,length(vertex)); fog_amount = pow(fog_z,fog_depth_curve); if (fog_transmit_enabled) { |