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authorHenri Beauchamp <sldev@free.fr>2023-12-12 01:41:42 +0100
committerHenri Beauchamp <sldev@free.fr>2023-12-12 01:41:42 +0100
commite62a4dc8b4cdac5038c1fb8e5428248a3e195509 (patch)
tree68c3d55519d2b9f73e0ea0ee4851d0fba64d42dc /indra/newview/app_settings
parent1f7f30aea4bb67bc9de9a6354085b7f0b0849617 (diff)
Fix for semi-transparent HUDs rendering opaque
This commit fixes a bug introduced with commit 6472b75bcd70470fe5775d1cf6eb70a75b3d76e5 where the fullbrightF.glsl shader fails to set color.a to final_alpha for HUDs.
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 8b2a69b924..a6fab10791 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -76,9 +76,9 @@ void main()
vec3 pos = vary_position;
+ color.a = final_alpha;
#ifndef IS_HUD
color.rgb = srgb_to_linear(color.rgb);
- color.a = final_alpha;
#ifdef IS_ALPHA
vec3 sunlit;