remove commented code

experimental
Miloslav Číž 7 years ago
parent 16d9773c6c
commit c43baf6e94

@ -195,15 +195,6 @@ void main(void)
#if REFRACTION
gl_FragData[0].w = 1.0;
/*float nonRefractionDepth = texture2D(refractionDepthMap, screenCoords).x;
z_n = 2.0 * nonRefractionDepth - 1.0;
nonRefractionDepth = 2.0 * near * far / (far + near - z_n * (far - near));
float realWaterDepth = nonRefractionDepth - depthPassthrough;
*/
//gl_FragData[0] = vec4(refractionSuppressor,0,0,0);
#else
gl_FragData[0].w = clamp(fresnel*2.0 + specular, 0.0, 1.0);
#endif

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