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authorRunitaiLinden <davep@lindenlab.com>2024-04-19 11:59:28 -0500
committerGitHub <noreply@github.com>2024-04-19 11:59:28 -0500
commit2880e5ceeeacbf4024167b2a4e0f1d2ce129eb6f (patch)
tree6480818e4217adf7fc9b92be8c052bf376a1054d /indra/newview/app_settings/shaders/class2
parent9b5615647dc5053769af4fcf18b5805ffa89c50b (diff)
#1139 Fix for world going black/white in some scenes (NaNs) (#1273)
* #1139 Fix for world going black/white in some scenes (NaNs) NaNs were coming from normal encode/decode. Take advantage of available gbuffer space to send full normal instead of encoding. * #1139 Cleanup remove now unused encodeNormF.glsl * #1139 Remove final reference to encodeNormF * #1139 Fix for getNormalEnvIntensityFlags referencing wrong sampler for env intensity * Mac build fix
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl1
1 files changed, 0 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 4aef22c296..7a1a54a77a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -68,7 +68,6 @@ void waterClip(vec3 pos);
vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
-vec2 encode_normal (vec3 n);
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);