diff options
author | Brad Kittenbrink <brad@lindenlab.com> | 2008-02-27 18:58:14 +0000 |
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committer | Brad Kittenbrink <brad@lindenlab.com> | 2008-02-27 18:58:14 +0000 |
commit | 6d52efe452aa8469e0343da1c7d108f3f52ab651 (patch) | |
tree | a87be48e9840d7fc1f7ee514d7c7f994e71fdb3c /indra/newview/app_settings/shaders/class1/environment/terrainV.glsl | |
parent | 6027ad2630b8650cabcf00628ee9b0d25bedd67f (diff) |
Merge of windlight into release (QAR-286). This includes all changes in
windlight14 which have passed QA (up through r79932).
svn merge -r 80831:80833 svn+ssh://svn.lindenlab.com/svn/linden/branches/merge_windlight14_r80620
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/environment/terrainV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/environment/terrainV.glsl | 13 |
1 files changed, 8 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl index 3153a80e93..112d669819 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl @@ -1,7 +1,11 @@ -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -void default_scatter(vec3 viewVec, vec3 lightDir); +/** + * @file terrainV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ -attribute vec4 materialColor; +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) { @@ -25,7 +29,7 @@ void main() vec4 pos = gl_ModelViewMatrix * gl_Vertex; vec3 norm = normalize(gl_NormalMatrix * gl_Normal); - vec4 color = calcLighting(pos.xyz, norm, materialColor, gl_Color); + vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), gl_Color); gl_FrontColor = color; @@ -33,5 +37,4 @@ void main() gl_TexCoord[1] = gl_TextureMatrix[1]*gl_MultiTexCoord1; gl_TexCoord[2] = texgen_object(gl_Vertex,gl_MultiTexCoord2,gl_TextureMatrix[2],gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]); gl_TexCoord[3] = gl_TextureMatrix[3]*gl_MultiTexCoord3; - default_scatter(pos.xyz, gl_LightSource[0].position.xyz); } |