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authorJonathan "Geenz" Goodman <geenz@geenzo.com>2024-02-01 13:03:28 -0800
committerJonathan "Geenz" Goodman <geenz@geenzo.com>2024-02-01 13:03:28 -0800
commitaab98046b9971717ecdc739b2230377278c83da3 (patch)
tree0b9f24309ec8c2d67681f0070d515aa658b7bc58 /indra/newview/app_settings/shaders/class1/deferred
parenta33fe94590a62e5585507eebdb58377a199ab930 (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.glsl2
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);