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authorDave Parks <davep@lindenlab.com>2011-05-25 15:51:15 -0500
committerDave Parks <davep@lindenlab.com>2011-05-25 15:51:15 -0500
commit9eea451a82379a61fa4a6cc2a55274e06cecbd58 (patch)
tree51f44405fa18b7a2354c22c0c4125f49e8b21d69 /indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl
parent0d5a661e57239c3e5d46a55cf4e2d808f31121fe (diff)
SH-469 Don't use depth buffers and multisample buffers where not absolutely needed -- make sample counts consistent between shaders and render targets.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl3
1 files changed, 1 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl
index bdaa8e59c4..b450ff1ca2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl
@@ -34,7 +34,6 @@ uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
-uniform int proj_shadow_idx;
uniform float shadow_fade;
varying vec4 vary_light;
@@ -228,6 +227,6 @@ void main()
discard;
}
- gl_FragColor.rgb = fcol/wght;
+ gl_FragColor.rgb = fcol/samples;
gl_FragColor.a = 0.0;
}