diff --git a/files/shaders/water_fragment.glsl b/files/shaders/water_fragment.glsl index b5d7d1a6a..6e4edfb84 100644 --- a/files/shaders/water_fragment.glsl +++ b/files/shaders/water_fragment.glsl @@ -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