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diff --git a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl
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+++ b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl
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+/**
+ * @file class3/deferred/gatherSkyShF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+VARYING vec2 vary_frag;
+
+uniform vec2 screen_res;
+uniform sampler2D sh_input_r;
+uniform sampler2D sh_input_g;
+uniform sampler2D sh_input_b;
+
+void main()
+{
+ vec2 offset = vec2(2.0) / screen_res;
+
+ vec4 r = vec4(0);
+ vec4 g = vec4(0);
+ vec4 b = vec4(0);
+
+ vec2 tc = vary_frag * 2.0;
+
+ r += texture2D(sh_input_r, tc + vec2(0, 0));
+ r += texture2D(sh_input_r, tc + vec2(offset.x, 0));
+ r += texture2D(sh_input_r, tc + vec2(0, offset.y));
+ r += texture2D(sh_input_r, tc + vec2(offset.x, offset.y));
+ r /= 4.0f;
+
+ g += texture2D(sh_input_g, tc + vec2(0, 0));
+ g += texture2D(sh_input_g, tc + vec2(offset.x, 0));
+ g += texture2D(sh_input_g, tc + vec2(0, offset.y));
+ g += texture2D(sh_input_g, tc + vec2(offset.x, offset.y));
+ g /= 4.0f;
+
+ b += texture2D(sh_input_b, tc + vec2(0, 0));
+ b += texture2D(sh_input_b, tc + vec2(offset.x, 0));
+ b += texture2D(sh_input_b, tc + vec2(0, offset.y));
+ b += texture2D(sh_input_b, tc + vec2(offset.x, offset.y));
+ b /= 4.0f;
+
+ frag_data[0] = r;
+ frag_data[1] = g;
+ frag_data[2] = b;
+}