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path: root/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl7
1 files changed, 2 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
index 7f75b16cf0..7b82aa1a0d 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
@@ -25,15 +25,13 @@
out vec4 frag_color;
-uniform sampler2D normalMap;
-
// Inputs
uniform vec3 sun_dir;
uniform vec3 moon_dir;
uniform int sun_up_factor;
in vec2 vary_fragcoord;
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
@@ -53,8 +51,7 @@ void main()
vec2 tc = vary_fragcoord.xy;
float depth = getDepth(tc.xy);
vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture(normalMap, tc);
- norm.xyz = getNorm(tc);
+ vec4 norm = getNorm(tc);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
vec3 color = vec3(0);