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authorDave Parks <davep@lindenlab.com>2011-11-07 13:04:30 -0600
committerDave Parks <davep@lindenlab.com>2011-11-07 13:04:30 -0600
commit8c8edbbaeb68d82e1653e92dd7940ba0439777f2 (patch)
treedaabfb5d6ce91cc1ad71b6f4428efee6a6c540f4 /indra/newview/app_settings/shaders/class1
parenta6e40e6e02600cb47299dc9903400720786f72f0 (diff)
SH-2546 Fix for black water under terrain (use vec3 instead of float for vary_AtmosAttenuation
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl2
1 files changed, 0 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
index ef34c5c853..8afcc20f6d 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
@@ -25,7 +25,6 @@
VARYING vec3 vary_PositionEye;
-VARYING float fog_depth;
vec3 getPositionEye()
{
@@ -35,5 +34,4 @@ vec3 getPositionEye()
void setPositionEye(vec3 v)
{
vary_PositionEye = v;
- fog_depth = v.z;
}