From 0d2b3890c8c20bb3c66a1c7fe52f480fc0ba56b2 Mon Sep 17 00:00:00 2001
From: vortex <vortex@d7cf8633-e32d-0410-b094-e92efae38249>
Date: Thu, 16 Dec 2010 17:42:36 +0000
Subject: [PATCH] fix glgl water trick that doesnt work well (it was doing 0.5
 alphamod near egges)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10666 d7cf8633-e32d-0410-b094-e92efae38249
---
 gl_rmain.c | 11 +++++------
 1 file changed, 5 insertions(+), 6 deletions(-)

diff --git a/gl_rmain.c b/gl_rmain.c
index 626762f5..f802e64a 100644
--- a/gl_rmain.c
+++ b/gl_rmain.c
@@ -974,11 +974,11 @@ static const char *builtinshaderstring =
 "	// content.\n"
 "	// Remove this 'ack once we have a better way to stop this thing from\n"
 "	// 'appening.\n"
-"	float f1 = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
-"	f1      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
-"	f1      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
-"	f1      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
-"	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f1);\n"
+"	float f  = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
+"	f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
+"	f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
+"	f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
+"	ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
 "	float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
 "	f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
 "	f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
@@ -986,7 +986,6 @@ static const char *builtinshaderstring =
 "	ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
 "	float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
 "	gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
-"	gl_FragColor.a = f1 + 0.5;\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_WATER\n"
-- 
2.39.5