diff --git a/indra/newview/app_settings/shaders/class1/effects/PosterizeF.glsl b/indra/newview/app_settings/shaders/class1/effects/PosterizeF.glsl index 1da0cdbad..0f8b2f8f2 100644 --- a/indra/newview/app_settings/shaders/class1/effects/PosterizeF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/PosterizeF.glsl @@ -8,7 +8,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect tex0; @@ -18,6 +20,6 @@ VARYING vec2 vary_texcoord0; void main(void) { - vec3 color = pow(floor(pow(vec3(texture2D(tex0, vary_texcoord0.st)),vec3(.6)) * layerCount)/layerCount,vec3(1.66666)); - gl_FragColor = vec4(color, 1.0); + vec3 color = pow(floor(pow(vec3(texture2DRect(tex0, vary_texcoord0.st)),vec3(.6)) * layerCount)/layerCount,vec3(1.66666)); + frag_color = vec4(color, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/effects/colorFilterF.glsl b/indra/newview/app_settings/shaders/class1/effects/colorFilterF.glsl index cf0dbee8d..e03b83113 100644 --- a/indra/newview/app_settings/shaders/class1/effects/colorFilterF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/colorFilterF.glsl @@ -8,9 +8,12 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif + uniform sampler2DRect tex0; uniform float brightness; uniform float contrast; @@ -38,5 +41,5 @@ void main(void) /// Modulate saturation color = mix(vec3(dot(color, lumWeights)), color, saturation); - gl_FragColor = vec4(color, 1.0); + frag_color = vec4(color, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/effects/gaussBlurF.glsl b/indra/newview/app_settings/shaders/class1/effects/gaussBlurF.glsl index 1bb7046c2..6c56e2108 100644 --- a/indra/newview/app_settings/shaders/class1/effects/gaussBlurF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/gaussBlurF.glsl @@ -1,7 +1,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect tex0; @@ -31,5 +33,5 @@ void main(void) color += weight.z * vec3(texture2DRect(tex0, vec2(vary_texcoord0.s,vary_texcoord0.t+offset.t))); color += weight.z * vec3(texture2DRect(tex0, vec2(vary_texcoord0.s,vary_texcoord0.t-offset.t))); } - gl_FragColor = vec4(color.xyz,1.0); -} \ No newline at end of file + frag_color = vec4(color.xyz,1.0); +} diff --git a/indra/newview/app_settings/shaders/class1/effects/nightVisionF.glsl b/indra/newview/app_settings/shaders/class1/effects/nightVisionF.glsl index 793ff201a..6257c4e9b 100644 --- a/indra/newview/app_settings/shaders/class1/effects/nightVisionF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/nightVisionF.glsl @@ -8,7 +8,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect tex0; @@ -48,5 +50,5 @@ void main(void) outColor += noiseValue; - gl_FragColor = vec4(outColor, 1.0); + frag_color = vec4(outColor, 1.0); }