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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl28
1 files changed, 13 insertions, 15 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index f8172cae17..0613111632 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -44,20 +44,18 @@ vec3 scaleSoftClip(vec3 light);
void main()
{
- // Potential Fill-rate optimization. Add cloud calculation
- // back in and output alpha of 0 (so that alpha culling kills
- // the fragment) if the sky wouldn't show up because the clouds
- // are fully opaque.
-
- vec4 color;
- color = vary_HazeColor;
- color *= 2.;
-
- /// Gamma correct for WL (soft clip effect).
- frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0);
- frag_data[1] = vec4(0.0,0.0,0.0,0.0);
- frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog
-
- gl_FragDepth = 0.999f;
+ // Potential Fill-rate optimization. Add cloud calculation
+ // back in and output alpha of 0 (so that alpha culling kills
+ // the fragment) if the sky wouldn't show up because the clouds
+ // are fully opaque.
+
+ vec4 color;
+ color = vary_HazeColor;
+ color *= 2.;
+
+ /// Gamma correct for WL (soft clip effect).
+ frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0);
+ frag_data[1] = vec4(0.0,0.0,0.0,0.0);
+ frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog
}