diff options
| author | Graham Linden <graham@lindenlab.com> | 2019-04-26 16:02:21 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-04-26 16:02:21 -0700 | 
| commit | f133be068a4aa23c02c47348f5c7d4a28e1d5c37 (patch) | |
| tree | 948e7fc0ed5fc01acb466f137e088a0d87ca6b64 /indra/newview/app_settings/shaders/class1/avatar | |
| parent | 9d314074c9e3c898436321bdb90d3bf0d10c0079 (diff) | |
Lighting WIP
Consistency across class2/3/ALM lighting.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/avatar')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl | 4 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl | 4 | 
2 files changed, 4 insertions, 4 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl index 19203ab670..0543a26642 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl @@ -34,7 +34,7 @@ VARYING vec2 vary_texcoord0;  uniform vec4 color; -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);  mat4 getSkinnedTransform();  void calcAtmospherics(vec3 inPositionEye); @@ -62,7 +62,7 @@ void main()  	calcAtmospherics(pos.xyz); -	vec4 col = calcLighting(pos.xyz, norm, color, vec4(0,0,0,0)); +	vec4 col = calcLighting(pos.xyz, norm, color);  	vertex_color = col;   } diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl index 82db15c3ae..fac1599c6b 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl @@ -36,7 +36,7 @@ ATTRIBUTE vec2 texcoord0;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); +vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor);  void calcAtmospherics(vec3 inPositionEye);  void main() @@ -52,7 +52,7 @@ void main()  	calcAtmospherics(pos.xyz);  	vec4 specular = vec4(1.0); -	vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));	 +	vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular);	  	vertex_color = color;  } | 
