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authorGraham Linden <graham@lindenlab.com>2019-01-17 08:32:09 -0800
committerGraham Linden <graham@lindenlab.com>2019-01-17 08:32:09 -0800
commit066eb59808d5649c745fdc6c37b62f2eb9a19b6f (patch)
treef020f149739116455ff83dd94fbc62884a619916 /indra/newview/app_settings/shaders/class1/deferred
parent042454bda9506185ebf82e3bbdf4305214d6af84 (diff)
SL-10368
Fix OSX shader compile bug from use of #if FOO instead of #ifdef FOO or #if defined(FOO) preventing atmospherics (and thus ALM) from working on OSX.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl4
12 files changed, 23 insertions, 23 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
index 3f90600ace..0fa0edfd67 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
@@ -41,7 +41,7 @@ void main()
vec4 p = projection_matrix * vec4(pos, 1.0);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
p.z = max(p.z, -p.w+0.01);
gl_Position = p;
#else
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index 8e46425ea8..50020a50d8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
uniform sampler2D diffuseMap;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -41,7 +41,7 @@ void main()
{
frag_color = vec4(1,1,1,1);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
index bde1ad4e9f..91b25613e0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
@@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -53,7 +53,7 @@ void main()
norm = normalize(norm);
pos = projection_matrix * pos;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
post_pos = pos;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl
index fa6926b007..d93baa03c6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl
@@ -55,7 +55,7 @@ uniform vec3 sun_dir;
uniform float sun_size;
uniform float far_z;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -114,7 +114,7 @@ void main()
frag_color = vec4(alpha1, alpha1, alpha1, 1);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl
index cb27b2c2c5..effb070f93 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl
@@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
@@ -49,7 +49,7 @@ void main()
pos = modelview_projection_matrix * pre_pos;
target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
pos_zd2 = pos.z * 0.5;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
#else
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl
index 12bc690553..44f2a73e1f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
uniform sampler2D diffuseMap;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
@@ -49,7 +49,7 @@ void main()
frag_color = vec4(alpha, alpha, alpha, 1);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl
index 11411a605c..f45c343066 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl
@@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
@@ -52,7 +52,7 @@ void main()
pos_w = pos.w;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
pos_zd2 = pos.z * 0.5;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index ae1b19a35c..1791d3e315 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
uniform sampler2D diffuseMap;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
@@ -62,7 +62,7 @@ void main()
frag_color = vec4(1,1,1,1);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
index 11411a605c..f45c343066 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
@@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
@@ -52,7 +52,7 @@ void main()
pos_w = pos.w;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
pos_zd2 = pos.z * 0.5;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
index ef153dfc5b..0e74d2eb8a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
@@ -27,7 +27,7 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -40,7 +40,7 @@ void main()
vec3 p = position*box_size+box_center;
vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
post_pos = pos;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index 242aef821d..22d42d38c1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -31,7 +31,7 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -39,7 +39,7 @@ void main()
{
frag_color = vec4(1,1,1,1);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
index cc77a4cea0..41a89fb8b4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
@@ -27,7 +27,7 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -36,7 +36,7 @@ void main()
//transform vertex
vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
post_pos = pos;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);