SL-18128 - fix #if !DEPTH_CLAMP in shaders

master
Howard Stearns 2022-09-16 16:28:51 -07:00
parent 72e3262532
commit c467d8f02a
6 changed files with 14 additions and 14 deletions

View File

@ -58,7 +58,7 @@ void main()
frag_color = vec4(1,1,1,1);
#if !DEPTH_CLAMP
#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif
}

View File

@ -35,7 +35,7 @@ uniform sampler2D diffuseMap;
VARYING float pos_w;
VARYING float target_pos_x;
#if !DEPTH_CLAMP
#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@ -61,7 +61,7 @@ void main()
frag_color = vec4(1,1,1,1);
#if !DEPTH_CLAMP
#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif

View File

@ -1,5 +1,5 @@
/**
* @file attachmentShadowV.glsl
* @file attachmentAlphaShadowV.glsl
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0;
mat4 getObjectSkinnedTransform();
void passTextureIndex();
#if !DEPTH_CLAMP
#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
VARYING vec2 vary_texcoord0;
@ -61,7 +61,7 @@ void main()
vertex_color = diffuse_color;
#if !DEPTH_CLAMP
#if !defined(DEPTH_CLAMP)
p.z = max(p.z, -p.w+0.01);
post_pos = p;
gl_Position = p;

View File

@ -1,5 +1,5 @@
/**
* @file treeShadowF.glsl
* @file avatarAlphaMaskShadowF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@ -32,7 +32,7 @@ out vec4 frag_color;
uniform float minimum_alpha;
uniform sampler2D diffuseMap;
#if !DEPTH_CLAMP
#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@ -59,7 +59,7 @@ void main()
frag_color = vec4(1,1,1,1);
#if !DEPTH_CLAMP
#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif
}

View File

@ -33,7 +33,7 @@ uniform float minimum_alpha;
uniform sampler2D diffuseMap;
#if !DEPTH_CLAMP
#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@ -61,7 +61,7 @@ void main()
frag_color = vec4(1,1,1,1);
#if !DEPTH_CLAMP
#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif

View File

@ -1,5 +1,5 @@
/**
* @file avatarShadowV.glsl
* @file avatarAlphaShadowV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@ -34,7 +34,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
#if !DEPTH_CLAMP
#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
VARYING float pos_w;
@ -66,7 +66,7 @@ void main()
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
#if !DEPTH_CLAMP
#if !defined(DEPTH_CLAMP)
post_pos = pos;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);