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authorAndrey Lihatskiy <alihatskiy@productengine.com>2024-05-16 01:08:13 +0300
committerGitHub <noreply@github.com>2024-05-16 01:08:13 +0300
commitd41e167aa9a22b446cbcfe6fd4ebdd810c61ba73 (patch)
tree3ed50d019b3d78c748ed6b46ca69f2ca7943f41a /indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl
parent29be88d60d654193926add496d2d851f7c217356 (diff)
parentbdb8caf790207e1a6f46d495a586b38bb52e58e9 (diff)
Merge pull request #1478 from secondlife/marchcat/x-mf-merge
Maint X -> Materials Featurette merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl12
1 files changed, 6 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl
index 9a8d791a1d..ef45e6ab32 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file sunDiscV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -47,7 +47,7 @@ void main()
// smash to *almost* far clip plane -- behind clouds but in front of stars
pos.z = pos.w*0.999999;
gl_Position = pos;
-
+
calcAtmospherics(pos.xyz);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;