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authorDave Parks <davep@lindenlab.com>2021-12-03 15:07:31 +0000
committerDave Parks <davep@lindenlab.com>2021-12-03 15:07:31 +0000
commite7830b39f01d9f9c82e9e2029634dffb8386b24e (patch)
tree4be81717808f245e62cc7a76b5c148b2096472a1 /indra/newview/app_settings/shaders
parent511de439a35ddb22c6f174b85c599d4881b9c139 (diff)
SL-16436 and SL-16327 Fix for RenderDebugGL test failures and fix for grey textures
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl3
2 files changed, 2 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
index ef49b6f4e8..1b16e4eb09 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
@@ -40,11 +40,11 @@ VARYING vec4 post_pos;
VARYING float pos_w;
VARYING float target_pos_x;
VARYING vec2 vary_texcoord0;
-VARYING vec4 vertex_color;
+uniform vec4 color;
void main()
{
- float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a;
+ float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * color.a;
if (alpha < 0.05) // treat as totally transparent
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl
index d1d7ece6fe..1c5b142ebd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl
@@ -30,7 +30,6 @@ uniform float shadow_target_width;
mat4 getSkinnedTransform();
void passTextureIndex();
-ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec3 position;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
@@ -41,7 +40,6 @@ VARYING vec4 post_pos;
VARYING float pos_w;
VARYING float target_pos_x;
VARYING vec2 vary_texcoord0;
-VARYING vec4 vertex_color;
void main()
{
@@ -68,7 +66,6 @@ void main()
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vertex_color = diffuse_color;
#if !DEPTH_CLAMP
post_pos = pos;