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| author | Ptolemy <ptolemy@lindenlab.com> | 2022-08-25 10:45:12 -0700 | 
|---|---|---|
| committer | Ptolemy <ptolemy@lindenlab.com> | 2022-08-25 10:45:12 -0700 | 
| commit | 7923f255b6815f2a687ef1fbaad5ef11465d6756 (patch) | |
| tree | cc99cb59190d610423b2dfa027accc3d44cbff03 | |
| parent | 23126b78255adcb02bafe39891d31da70a0884e8 (diff) | |
SL-17702: PBR: Fix light bleed out of range
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl | 8 | 
1 files changed, 4 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 1175f3e644..91d041cafa 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -76,6 +76,10 @@ void main()      vec3 final_color = vec3(0, 0, 0);      vec2 tc          = getScreenXY(vary_fragcoord);      vec3 pos         = getPosition(tc).xyz; +    if (pos.z < far_z) +    { +        discard; +    }      float envIntensity; // not used for this shader      vec3 n; @@ -124,10 +128,6 @@ void main()      }      else      { -        if (pos.z < far_z) -        { -            discard; -        }          float noise = texture2D(noiseMap, tc/128.0).b;  | 
