diff options
author | Cosmic Linden <cosmic@lindenlab.com> | 2022-10-13 17:10:09 -0700 |
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committer | Cosmic Linden <cosmic@lindenlab.com> | 2022-10-13 17:10:09 -0700 |
commit | 239dc764e66b3cfeb165a304e64f3f5ad756c3e5 (patch) | |
tree | 0fc33cb43777cabae9dd1bb9f2fd7799fbbfc081 /indra/newview/app_settings/shaders/class2/deferred | |
parent | 982e2bcbeaa3a56a884ecb168dc655dc6413465c (diff) |
SL-18340: Consistently use HAS_SUN_SHADOW for shader permutation
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 4 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl | 4 |
2 files changed, 4 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index b3f15f81f1..be605b6e60 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -84,7 +84,7 @@ vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); -#ifdef HAS_SHADOW +#ifdef HAS_SUN_SHADOW float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif @@ -188,7 +188,7 @@ void main() float shadow = 1.0f; -#ifdef HAS_SHADOW +#ifdef HAS_SUN_SHADOW shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index f5c36be897..b39f834e41 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -44,7 +44,7 @@ uniform vec3 moon_dir; out vec4 frag_color; -#ifdef HAS_SHADOW +#ifdef HAS_SUN_SHADOW VARYING vec3 vary_fragcoord; uniform vec2 screen_res; #endif @@ -186,7 +186,7 @@ void main() vec3 atten; calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten); -#ifdef HAS_SHADOW +#ifdef HAS_SUN_SHADOW vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); |