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| author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2020-04-26 21:57:40 +0300 |
|---|---|---|
| committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2020-04-26 21:57:40 +0300 |
| commit | a0d7d873552dc1611eb4f8957cf99e777b199dbe (patch) | |
| tree | 4d2bff47d6d7bd253076473c85f43f17eedbc12c /indra/newview/app_settings/shaders/class1/environment/terrainV.glsl | |
| parent | 2ea5c5986a467e253ad0131b4af0faee23b263a4 (diff) | |
| parent | d7f1c88c35849e56f5b352f13c16a08467d1533b (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.glsl | 7 |
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; |
