summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
diff options
context:
space:
mode:
authorBrad Kittenbrink <brad@lindenlab.com>2008-02-27 18:58:14 +0000
committerBrad Kittenbrink <brad@lindenlab.com>2008-02-27 18:58:14 +0000
commit6d52efe452aa8469e0343da1c7d108f3f52ab651 (patch)
treea87be48e9840d7fc1f7ee514d7c7f994e71fdb3c /indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
parent6027ad2630b8650cabcf00628ee9b0d25bedd67f (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.glsl13
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);
}