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authorVitaliy <numzer0@yandex.ru>2020-12-19 22:57:10 +0300
committerGitHub <noreply@github.com>2020-12-19 20:57:10 +0100
commitccbf8029ea6bfc5bb5d4af340bd4c2c0d58fe0ff (patch)
tree9bb8bf7b22d44a45e7a1efd400f465e21ca3d8c9 /client/shaders/object_shader/opengl_fragment.glsl
parent664f5ce9605b580b9500547fff1e54eac553f295 (diff)
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Cleanup shader generation code (#10663)
Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
Diffstat (limited to 'client/shaders/object_shader/opengl_fragment.glsl')
-rw-r--r--client/shaders/object_shader/opengl_fragment.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl
index bf18c1499..12cc54ae7 100644
--- a/client/shaders/object_shader/opengl_fragment.glsl
+++ b/client/shaders/object_shader/opengl_fragment.glsl
@@ -19,7 +19,7 @@ const float BS = 10.0;
const float fogStart = FOG_START;
const float fogShadingParameter = 1.0 / (1.0 - fogStart);
-#ifdef ENABLE_TONE_MAPPING
+#if ENABLE_TONE_MAPPING
/* Hable's UC2 Tone mapping parameters
A = 0.22;
@@ -75,7 +75,7 @@ void main(void)
col.rgb *= emissiveColor.rgb * vIDiff;
-#ifdef ENABLE_TONE_MAPPING
+#if ENABLE_TONE_MAPPING
col = applyToneMapping(col);
#endif