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authorPtolemy <ptolemy@lindenlab.com>2021-12-15 14:11:02 -0800
committerPtolemy <ptolemy@lindenlab.com>2021-12-15 14:11:02 -0800
commit9ac89bca2cb8cf3bc55cc26113d400b7b3473335 (patch)
treea054407c989dfdcb02c04960c55e8c177631f2b5
parent6164d465af3f71ff1295d0170fda22d2862c496c (diff)
SL-16493: Add comment about using deferred shaders even though we are in a post deferred state (forward pass rendering for transparency)
-rw-r--r--indra/newview/lldrawpoolalpha.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 3de9fda945..ee1a640f2d 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -89,7 +89,9 @@ static void prepare_alpha_shader(LLGLSLShader* shader, bool textureGamma, bool d
static LLCachedControl<F32> displayGamma(gSavedSettings, "RenderDeferredDisplayGamma");
F32 gamma = displayGamma;
- // Deferred shader needs environment uniforms set such as sun_dir, etc. ?
+ // Does this deferred shader need environment uniforms set such as sun_dir, etc. ?
+ // NOTE: We don't actually need a gbuffer since we are doing forward rendering (for transparency) post deferred rendering
+ // TODO: bindDeferredShader() probably should have the updating of the environment uniforms factored out into updateShaderEnvironmentUniforms()
// i.e. shaders\class1\deferred\alphaF.glsl
if (deferredEnvironment)
{