summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
diff options
context:
space:
mode:
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/lighting/lightWaterAlphaMaskF.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/lighting/lightWaterAlphaMaskF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl6
1 files changed, 4 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
index 103dd633c9..4fcdad09fc 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform float minimum_alpha;
@@ -46,6 +48,6 @@ void default_lighting_water()
color.rgb = atmosLighting(color.rgb);
- gl_FragColor = applyWaterFog(color);
+ frag_color = applyWaterFog(color);
}