From 066eb59808d5649c745fdc6c37b62f2eb9a19b6f Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 17 Jan 2019 08:32:09 -0800 Subject: SL-10368 Fix OSX shader compile bug from use of #if FOO instead of #ifdef FOO or #if defined(FOO) preventing atmospherics (and thus ALM) from working on OSX. --- indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl index fa6926b007..d93baa03c6 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl @@ -55,7 +55,7 @@ uniform vec3 sun_dir; uniform float sun_size; uniform float far_z; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING vec4 post_pos; #endif @@ -114,7 +114,7 @@ void main() frag_color = vec4(alpha1, alpha1, alpha1, 1); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); #endif -- cgit v1.2.3