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author | Dave Parks <davep@lindenlab.com> | 2012-02-10 20:04:19 -0600 |
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committer | Dave Parks <davep@lindenlab.com> | 2012-02-10 20:04:19 -0600 |
commit | 3710c6110d65d3a604f7b419cd764cf5b9b98600 (patch) | |
tree | 544b689c3c084976b05a69a34726524e6e68f214 /indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl | |
parent | e0582d4bc71e2f367b4cf4a6f0b808451620b52f (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/lightWaterF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl index e9537d1e9d..c295579028 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl @@ -24,8 +24,10 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif +out vec4 frag_color; +#else +#define frag_color gl_FragColor; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -39,6 +41,6 @@ void default_lighting_water() color.rgb = atmosLighting(color.rgb); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } |