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author | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2024-02-01 13:03:28 -0800 |
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committer | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2024-02-01 13:03:28 -0800 |
commit | aab98046b9971717ecdc739b2230377278c83da3 (patch) | |
tree | 0b9f24309ec8c2d67681f0070d515aa658b7bc58 /indra/newview/app_settings/shaders/class1/deferred | |
parent | a33fe94590a62e5585507eebdb58377a199ab930 (diff) |
#677 More clipping fixes.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index f6d509e2c6..2dba7cb9d9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -39,9 +39,11 @@ in vec4 vary_texcoord0; in vec4 vary_texcoord1; vec2 encode_normal(vec3 n); +void mirrorClip(vec3 position); void main() { + mirrorClip(pos); /// Note: This should duplicate the blending functionality currently used for the terrain rendering. vec4 color0 = texture(detail_0, vary_texcoord0.xy); |