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authorJonathan "Geenz" Goodman <geenz@geenzo.com>2023-04-08 20:18:15 -0700
committerJonathan "Geenz" Goodman <geenz@geenzo.com>2023-04-08 20:18:15 -0700
commit5bfae438fda23d287898238ad7cbedafd81fb33a (patch)
treef0153643166c4ede14b3e053c62b428c3b221552 /indra/newview/app_settings/shaders/class1
parent82ba39d2ff6eb0067bcb384246541eb54e206cd9 (diff)
Start scrapping screenTarget().
Makes our binding flow _far more_ predictable and makes way more sense. DRTVWR-559 SL-19524 SL-19513
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl3
1 files changed, 1 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
index 6cc83138a2..c50548d528 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
@@ -30,7 +30,6 @@
out vec4 frag_color;
uniform sampler2D diffuseRect;
-uniform sampler2D emissiveRect;
uniform vec2 screen_res;
@@ -38,7 +37,7 @@ in vec2 vary_tc;
void main()
{
- vec3 col = texture(diffuseRect, vary_tc).rgb + texture(emissiveRect, vary_tc).rgb;
+ vec3 col = texture(diffuseRect, vary_tc).rgb;
frag_color = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144)));
}