diff options
| author | Ptolemy <ptolemy@lindenlab.com> | 2021-04-13 10:54:02 -0700 | 
|---|---|---|
| committer | Ptolemy <ptolemy@lindenlab.com> | 2021-04-29 14:07:57 -0700 | 
| commit | 290c66ebf476cb1e6e7141889d1e6faf26dba3ce (patch) | |
| tree | 0e9491d235e5ad54616e6a3281c78980e2693c81 /indra/newview | |
| parent | ced2bd5ed4386d50231edfd1ebec01561f9b4465 (diff) | |
SL-14113 Cleanup typo and cross reference
Diffstat (limited to 'indra/newview')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/starsF.glsl | 2 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl | 2 | 
2 files changed, 2 insertions, 2 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 50f10ad0fa..b028c40ed9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -52,7 +52,7 @@ float twinkle(){  void main()   {  	// camera above water: class1\deferred\starsF.glsl -	// camera below water: starsF.glsl +	// camera below water: class1\environment\starsF.glsl      vec4 col_a = texture2D(diffuseMap, vary_texcoord0.xy);      vec4 col_b = texture2D(diffuseMap, vary_texcoord0.xy);      vec4 col = mix(col_b, col_a, blend_factor); diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index d89cc69d71..1c592402d4 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -129,7 +129,7 @@ void main()      frag_color = vec4(color.rgb, alpha1);      // SL-14113 Moon Haze -- When the camera is underwater fix clouds clipping into moon -    // camera above water: class1\defered\cloudsF.glsl +    // camera above water: class1\deferred\cloudsF.glsl      // camera below water: class2\windlight\coudsV.glsl      // See: starsV.glsl, cloudsV.glsl, moonF.glsl      gl_FragDepth = 0.999985; | 
