diff options
| author | Brad Kittenbrink <brad@lindenlab.com> | 2007-06-28 18:00:06 +0000 | 
|---|---|---|
| committer | Brad Kittenbrink <brad@lindenlab.com> | 2007-06-28 18:00:06 +0000 | 
| commit | 010d40245600684fba056339f34dbdff0aa9a02d (patch) | |
| tree | 622c614f5c8281302d1840e5c8b16ae7bf7829ff | |
| parent | 87f424c64ff159a9e071544ae3f290b29eb28d7e (diff) | |
Setting some shader svn:eol-style properties to native to prevent conflicts in windlight4 branch.
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/shinyF.glsl | 26 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/shinyV.glsl | 54 | 
2 files changed, 40 insertions, 40 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl index 12c99a6567..694213219e 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl @@ -1,13 +1,13 @@ -void applyScatter(inout vec3 col);
 -
 -uniform samplerCube environmentMap;
 -
 -void main() 
 -{
 -	vec3 ref = textureCube(environmentMap, gl_TexCoord[0].xyz).rgb;
 -			
 -	applyScatter(ref);
 -		
 -	gl_FragColor.rgb = ref;
 -	gl_FragColor.a = gl_Color.a;
 -}
 +void applyScatter(inout vec3 col); + +uniform samplerCube environmentMap; + +void main()  +{ +	vec3 ref = textureCube(environmentMap, gl_TexCoord[0].xyz).rgb; +			 +	applyScatter(ref); +		 +	gl_FragColor.rgb = ref; +	gl_FragColor.a = gl_Color.a; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index 621ff6b5b7..16fba0154b 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -1,27 +1,27 @@ -void default_scatter(vec3 viewVec, vec3 lightDir);
 -
 -uniform vec4 origin;
 -
 -void main()
 -{
 -	//transform vertex
 -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
 -	
 -	vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
 -	vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
 -	
 -	gl_FrontColor = gl_Color;
 -	
 -	vec3 ref = reflect(pos, norm);
 -	
 -	vec3 d = pos - origin.xyz;
 -	float dist = dot(normalize(d), ref);
 -	vec3 e = d + (ref * max(origin.w-dist, 0.0));
 -	
 -	ref = e - origin.xyz;
 -	
 -	gl_TexCoord[0] = gl_TextureMatrix[0]*vec4(ref,1.0);
 -	
 -	default_scatter(pos.xyz, gl_LightSource[0].position.xyz);
 -}
 -
 +void default_scatter(vec3 viewVec, vec3 lightDir); + +uniform vec4 origin; + +void main() +{ +	//transform vertex +	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +	 +	vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz; +	vec3 norm = normalize(gl_NormalMatrix * gl_Normal); +	 +	gl_FrontColor = gl_Color; +	 +	vec3 ref = reflect(pos, norm); +	 +	vec3 d = pos - origin.xyz; +	float dist = dot(normalize(d), ref); +	vec3 e = d + (ref * max(origin.w-dist, 0.0)); +	 +	ref = e - origin.xyz; +	 +	gl_TexCoord[0] = gl_TextureMatrix[0]*vec4(ref,1.0); +	 +	default_scatter(pos.xyz, gl_LightSource[0].position.xyz); +} +  | 
