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authorPtolemy <ptolemy@lindenlab.com>2022-08-25 10:45:12 -0700
committerPtolemy <ptolemy@lindenlab.com>2022-08-25 10:45:12 -0700
commit7923f255b6815f2a687ef1fbaad5ef11465d6756 (patch)
treecc99cb59190d610423b2dfa027accc3d44cbff03 /indra
parent23126b78255adcb02bafe39891d31da70a0884e8 (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.glsl8
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;