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authorTofu Linden <tofu.linden@lindenlab.com>2010-01-29 01:45:13 -0800
committerTofu Linden <tofu.linden@lindenlab.com>2010-01-29 01:45:13 -0800
commitaaae230bb135b9e57edb12a7374c711fd7e4adb4 (patch)
treee93e25eccb638045dd717d1bf4ddca15f1a448ca /indra/newview/app_settings/shaders/class1/deferred
parent6df5cd7a18187c83b84915c8fa0d4c32f1282264 (diff)
fix a variety of shader errors, mostly due to my confusing glsl with C++... again
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl3
2 files changed, 4 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index cb0d7b797b..04e556c11a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -41,7 +41,8 @@ void main()
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col(0.0, 0.0, 0.0, gl_Color.a);
+
+ vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index e34f6ba552..650fbcc3f5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -47,7 +47,8 @@ void main()
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col(0.0, 0.0, 0.0, gl_Color.a);
+
+ vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);