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authorDave Parks <davep@lindenlab.com>2023-02-02 16:03:45 -0600
committerDave Parks <davep@lindenlab.com>2023-02-02 16:03:45 -0600
commit9b9c8adbb0013d55574fb49346b21bf4392f77db (patch)
tree88bbbb757b24b0633eac9ee454579bdbd5eee840
parent55ee008035cd41ac2c8c2b95bd251adcb3699c5a (diff)
parentbe8c7a42b5378aa86c345386609fbd939fce9007 (diff)
Merge branch 'DRTVWR-559' of github.com:secondlife/viewer into DRTVWR-559
-rw-r--r--indra/llimagej2coj/llimagej2coj.cpp2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl3
2 files changed, 2 insertions, 3 deletions
diff --git a/indra/llimagej2coj/llimagej2coj.cpp b/indra/llimagej2coj/llimagej2coj.cpp
index 98500c671b..6c06c6de38 100644
--- a/indra/llimagej2coj/llimagej2coj.cpp
+++ b/indra/llimagej2coj/llimagej2coj.cpp
@@ -169,7 +169,6 @@ static OPJ_SIZE_T opj_write(void * buffer, OPJ_SIZE_T bytes, void* user_data)
static OPJ_OFF_T opj_skip(OPJ_OFF_T bytes, void* user_data)
{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_TEXTURE;
JPEG2KBase* jpeg_codec = static_cast<JPEG2KBase*>(user_data);
jpeg_codec->offset += bytes;
@@ -727,6 +726,7 @@ bool LLImageJ2COJ::initDecode(LLImageJ2C &base, LLImageRaw &raw_image, int disca
bool LLImageJ2COJ::initEncode(LLImageJ2C &base, LLImageRaw &raw_image, int blocks_size, int precincts_size, int levels)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_TEXTURE;
// No specific implementation for this method in the OpenJpeg case
return false;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index 849e1c4893..0c398b263f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -26,7 +26,7 @@
/*[EXTRA_CODE_HERE]*/
// Inputs
-VARYING vec4 vary_HazeColor;
+VARYING vec3 vary_HazeColor;
VARYING float vary_LightNormPosDot;
uniform sampler2D rainbow_map;
@@ -46,7 +46,6 @@ out vec4 frag_data[3];
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-VARYING vec3 vary_HazeColor;
vec3 rainbow(float d)
{