@ -413,10 +413,6 @@ void main(){
// to calculate the derivatives for all these pixels by using step()!
// That way we won't get pixels around the edges of the terrain,
// Where the derivatives are undefined
if(position.y > level){
color = color2;
}
gl_FragColor = vec4(color,1.0);
gl_FragColor = vec4(mix(color, color2, step(level, position.y)), 1.0);
@ -77,6 +77,7 @@ MaterialDef Advanced Water {
FragmentShader GLSL120 : Common/MatDefs/Water/Water.frag
WorldParameters {
ViewProjectionMatrixInverse
Defines {
ENABLE_RIPPLES : UseRipples