diff options
author | Ptolemy <ptolemy@lindenlab.com> | 2022-08-25 10:45:12 -0700 |
---|---|---|
committer | Ptolemy <ptolemy@lindenlab.com> | 2022-08-25 10:45:12 -0700 |
commit | 7923f255b6815f2a687ef1fbaad5ef11465d6756 (patch) | |
tree | cc99cb59190d610423b2dfa027accc3d44cbff03 /indra | |
parent | 23126b78255adcb02bafe39891d31da70a0884e8 (diff) |
SL-17702: PBR: Fix light bleed out of range
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 1175f3e644..91d041cafa 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -76,6 +76,10 @@ void main() vec3 final_color = vec3(0, 0, 0); vec2 tc = getScreenXY(vary_fragcoord); vec3 pos = getPosition(tc).xyz; + if (pos.z < far_z) + { + discard; + } float envIntensity; // not used for this shader vec3 n; @@ -124,10 +128,6 @@ void main() } else { - if (pos.z < far_z) - { - discard; - } float noise = texture2D(noiseMap, tc/128.0).b; |