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authorDave Parks <davep@lindenlab.com>2012-02-10 20:04:19 -0600
committerDave Parks <davep@lindenlab.com>2012-02-10 20:04:19 -0600
commit3710c6110d65d3a604f7b419cd764cf5b9b98600 (patch)
tree544b689c3c084976b05a69a34726524e6e68f214 /indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
parente0582d4bc71e2f367b4cf4a6f0b808451620b52f (diff)
SH-2908 Rework indexed texture rendering to use a uvec4 instead of a float for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl6
1 files changed, 4 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
index adc7c5d005..aa29be09a1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
@@ -28,10 +28,12 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
void main()
{
- gl_FragColor = vec4(0,0,0,0);
+ frag_color = vec4(0,0,0,0);
}