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authorNat Goodspeed <nat@lindenlab.com>2024-05-15 16:15:46 -0400
committerNat Goodspeed <nat@lindenlab.com>2024-05-15 16:15:46 -0400
commit1b5f0590ce45ce6e540d266a8902af5839885cfb (patch)
treef923407fc28fb2f046ac451976a02490ab15787e /indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
parentf822193974af363fa4bb0208dc02848be6c983a2 (diff)
parente7eced3c87310b15ac20cc3cd470d67686104a14 (diff)
Merge commit 'e7eced3' into nat/releaseos for whitespace fix.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/skyF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl16
1 files changed, 8 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index 9d9ba49d82..a07a4301bc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1/deferred/skyF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, 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
* $/LicenseInfo$
*/
@@ -71,9 +71,9 @@ vec3 halo22(float d)
void main()
{
- // Potential Fill-rate optimization. Add cloud calculation
- // back in and output alpha of 0 (so that alpha culling kills
- // the fragment) if the sky wouldn't show up because the clouds
+ // Potential Fill-rate optimization. Add cloud calculation
+ // back in and output alpha of 0 (so that alpha culling kills
+ // the fragment) if the sky wouldn't show up because the clouds
// are fully opaque.
vec3 color = vary_HazeColor;