diff --git a/files/shaders/compatibility/water.frag b/files/shaders/compatibility/water.frag index 32c32c8803..6e2d2e3a85 100644 --- a/files/shaders/compatibility/water.frag +++ b/files/shaders/compatibility/water.frag @@ -151,7 +151,7 @@ void main(void) float radialDepth = distance(position.xyz, cameraPos); // TODO: Figure out how to properly radialise refraction depth and thus underwater fog // while avoiding oddities when the water plane is close to the clipping plane - #if @reverseZ + #if @reverseZ radialise = radialDepth / linearDepth; #else radialise = mix(1.0, radialDepth / linearDepth, clamp(max(abs(cameraPos.z) - 14.0, 0.0) / 135.0, 0.0, 1.0));