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authorJonathan "Geenz" Goodman <geenz@geenzo.com>2023-03-13 08:05:33 -0700
committerJonathan "Geenz" Goodman <geenz@geenzo.com>2023-03-13 08:05:33 -0700
commitf3ce17701e8dbbbc7a0e8e73c740b161bb2f36c0 (patch)
tree634ed8a7f1f6766be48e90c889d6714d1bb6c4b4 /indra/newview/app_settings/shaders/class1/interface
parent0982c44b46bfcbbf0d9a7a9a93605112fd1a4bd4 (diff)
Make sure the glow combine only happens in the gamma correct shader.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/interface')
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl4
1 files changed, 1 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
index 3ead2149f5..770c436ede 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
@@ -29,7 +29,6 @@
out vec4 frag_color;
-uniform sampler2D emissiveRect;
uniform sampler2D diffuseRect;
uniform sampler2D depthMap;
@@ -37,8 +36,7 @@ in vec2 tc;
void main()
{
- frag_color = texture2D(emissiveRect, tc) +
- texture2D(diffuseRect, tc);
+ frag_color = texture2D(diffuseRect, tc);
gl_FragDepth = texture(depthMap, tc).r;
}