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author | Ptolemy <ptolemy@lindenlab.com> | 2021-12-15 14:11:02 -0800 |
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committer | Ptolemy <ptolemy@lindenlab.com> | 2021-12-15 14:11:02 -0800 |
commit | 9ac89bca2cb8cf3bc55cc26113d400b7b3473335 (patch) | |
tree | a054407c989dfdcb02c04960c55e8c177631f2b5 | |
parent | 6164d465af3f71ff1295d0170fda22d2862c496c (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.cpp | 4 |
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) { |