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authorBrad Payne (Vir Linden) <vir@lindenlab.com>2011-08-31 14:35:41 -0400
committerBrad Payne (Vir Linden) <vir@lindenlab.com>2011-08-31 14:35:41 -0400
commit822d521e46d70359985e4d6e8ccb34766492a980 (patch)
tree4f9aefc823d6e6840cf6ec55561a502261c4ca93 /indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
parente58d50e509d060320174c80af647da6ff9a3839f (diff)
parent5e5869c63a05e3d773fc4d19deaff171efa5014c (diff)
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl24
1 files changed, 20 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index e0c5406483..541f08d5fe 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -1,19 +1,35 @@
/**
* @file shadowF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-uniform sampler2D diffuseMap;
-
varying vec4 post_pos;
void main()
{
- gl_FragColor = vec4(1,1,1,texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a);
+ gl_FragColor = vec4(1,1,1,1);
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
}