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-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaF.glsl4
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl4
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl4
3 files changed, 6 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 69b0f8f012..69b29269c7 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -136,7 +136,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
}
#endif
-#if WATER_FOG
+#ifdef WATER_FOG
uniform vec4 waterPlane;
uniform vec4 waterFogColor;
uniform float waterFogDensity;
@@ -330,7 +330,7 @@ void main()
color.rgb = linear_to_srgb(color.rgb);
-#if WATER_FOG
+#ifdef WATER_FOG
color = applyWaterFogDeferred(pos.xyz, color);
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 1e8df68a72..a6f55dfb46 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -42,7 +42,7 @@ VARYING vec2 vary_texcoord0;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
-#if HAS_ALPHA_MASK
+#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha;
#endif
@@ -122,7 +122,7 @@ void main()
float final_alpha = color.a * vertex_color.a;
-#if HAS_ALPHA_MASK
+#ifdef HAS_ALPHA_MASK
if (color.a < minimum_alpha)
{
discard;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index 22f47b7572..8e899e3e0f 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -40,7 +40,7 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-#if WATER_FOG
+#ifdef WATER_FOG
VARYING vec3 vary_position;
#endif
@@ -57,7 +57,7 @@ void main()
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
-#if WATER_FOG
+#ifdef WATER_FOG
vary_position = pos.xyz;
#endif