diff options
| author | Graham Linden <graham@lindenlab.com> | 2019-01-17 08:32:09 -0800 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-01-17 08:32:09 -0800 | 
| commit | 066eb59808d5649c745fdc6c37b62f2eb9a19b6f (patch) | |
| tree | f020f149739116455ff83dd94fbc62884a619916 /indra/newview/app_settings/shaders/class1/windlight | |
| parent | 042454bda9506185ebf82e3bbdf4305214d6af84 (diff) | |
SL-10368
Fix OSX shader compile bug from use of #if FOO instead of #ifdef FOO or #if defined(FOO)
preventing atmospherics (and thus ALM) from working on OSX.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl | 4 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl | 4 | 
2 files changed, 4 insertions, 4 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl index fa6926b007..d93baa03c6 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl @@ -55,7 +55,7 @@ uniform vec3 sun_dir;  uniform float sun_size;  uniform float far_z; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP)  VARYING vec4 post_pos;  #endif @@ -114,7 +114,7 @@ void main()      frag_color = vec4(alpha1, alpha1, alpha1, 1); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP)  	gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);  #endif diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl index 52164e7b80..1c2fbaf25d 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl @@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;  ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec2 texcoord0; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP)  VARYING float pos_zd2;  #endif @@ -48,7 +48,7 @@ void main()  	pos = modelview_projection_matrix * pre_pos;  	target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP)  	pos_zd2 = pos.z * 0.5;  	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);  #else | 
