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authorGraham Linden <graham@lindenlab.com>2018-07-11 18:03:07 +0100
committerGraham Linden <graham@lindenlab.com>2018-07-11 18:03:07 +0100
commitc7478f200cf5f57120148fdd79f76b9d3eff0258 (patch)
treeabe481a91ed6f32f4288198d2d5e03af7a91ebc0 /indra/newview/app_settings/shaders/class1/windlight
parent5fade93da8a1b832a1dbfd494a18e7b441b5feab (diff)
Make sun/moon vert shaders use calcAtmospherics in hopes it will get OSX GL to link the shaders without complaining about unwritten varying vars.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/moonV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl4
2 files changed, 6 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
index 7c4dfbd999..aaa6768ed7 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
@@ -30,7 +30,7 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
ATTRIBUTE vec2 texcoord0;
-//void calcAtmospherics(vec3 inPositionEye);
+void calcAtmospherics(vec3 inPositionEye);
VARYING vec2 vary_texcoord0;
@@ -44,5 +44,5 @@ void main()
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- //calcAtmospherics(pos.xyz);
+ calcAtmospherics(pos.xyz);
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
index 3bf50ddd0a..5a6e481b18 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
@@ -32,6 +32,8 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec2 vary_texcoord0;
+void calcAtmospherics(vec3 eye_pos);
+
void main()
{
//transform vertex
@@ -40,5 +42,7 @@ void main()
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ calcAtmospherics(pos.xyz);
+
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}