diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index b4f055d3f68c9584aec075e8d414f966973961bc..8eae3f9c0383a78db3d1aeb3f6463f8acd884a9d 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -24,9 +24,6 @@ ATTRIBUTE vec4 weight4; -/* BENTO JOINT COUNT LIMITS - * Note that the value in the next line also needs to be updated to value-1 several places below. - */ uniform mat3x4 matrixPalette[MAX_JOINTS_PER_MESH_OBJECT]; mat4 getObjectSkinnedTransform() diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index d363d1abc621eefe9d0014f95ed0a01a0de92199..9c049e6083510e55b2312cf9d680a516e5f2a835 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -526,14 +526,15 @@ void main() float final_alpha = diff.a; #endif #ifdef FOR_IMPOSTOR - vec4 color = vec4(diff.rgb,final_alpha); - + // Insure we don't pollute depth with invis pixels in impostor rendering // if (final_alpha < minimum_alpha) { discard; } + + vec4 color = vec4(diff.rgb,final_alpha); #else vec4 gamma_diff = diff;