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authorAndrey Lihatskiy <alihatskiy@productengine.com>2020-04-26 21:57:40 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2020-04-26 21:57:40 +0300
commita0d7d873552dc1611eb4f8957cf99e777b199dbe (patch)
tree4d2bff47d6d7bd253076473c85f43f17eedbc12c /indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
parent2ea5c5986a467e253ad0131b4af0faee23b263a4 (diff)
parentd7f1c88c35849e56f5b352f13c16a08467d1533b (diff)
Merge branch 'master' into DRTVWR-460
# Conflicts: # indra/llmath/llquaternion.h # indra/newview/lldrawpoolwater.cpp # indra/newview/lljoystickbutton.cpp # indra/newview/llvosky.cpp # indra/newview/skins/default/textures/textures.xml
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/environment/terrainV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainV.glsl7
1 files changed, 4 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
index 4d6f0c67a5..ef27848d37 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
@@ -1,5 +1,5 @@
/**
- * @file terrainV.glsl
+ * @file class1\environment\terrainV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -35,6 +35,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec2 texcoord1;
+ATTRIBUTE vec4 diffuse_color;
VARYING vec4 vertex_color;
VARYING vec4 vary_texcoord0;
@@ -42,7 +43,7 @@ VARYING vec4 vary_texcoord1;
void calcAtmospherics(vec3 inPositionEye);
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
{
@@ -71,7 +72,7 @@ void main()
/// Potentially better without it for water.
pos /= pos.w;
- vec4 color = calcLighting(pos.xyz, norm, vec4(1), vec4(0));
+ vec4 color = calcLighting(pos.xyz, norm, /*diffuse_color*/vec4(1));
vertex_color = color;