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9996 partial fix (works for non-ALM rendering only)
Use a new edge water shader to allow forcing frag depth to avoid z-fighting at back edge of water edge pieces. This will not work for ALM because forcing the depth breaks the use of the depth to backproject gbuffer position which breaks lighting calcs.
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- indra/newview/app_settings/shaders/class1/deferred/waterF.glsl 0 additions, 5 deletions.../newview/app_settings/shaders/class1/deferred/waterF.glsl
- indra/newview/app_settings/shaders/class1/environment/waterF.glsl 2 additions, 3 deletions...wview/app_settings/shaders/class1/environment/waterF.glsl
- indra/newview/lldrawpoolwater.cpp 60 additions, 39 deletionsindra/newview/lldrawpoolwater.cpp
- indra/newview/llviewershadermgr.cpp 1 addition, 24 deletionsindra/newview/llviewershadermgr.cpp
- indra/newview/llviewershadermgr.h 0 additions, 1 deletionindra/newview/llviewershadermgr.h
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