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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/interface
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/interface')
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightV.glsl15
2 files changed, 17 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
index 1e342fb51b..328c41652d 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
@@ -1,3 +1,10 @@
+/**
+ * @file highlightF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
uniform sampler2D diffuseMap;
void main()
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
index bb6707b2a9..a9ea6e856a 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
@@ -1,9 +1,14 @@
-attribute vec4 materialColor;
+/**
+ * @file highlightV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_Position = ftransform();
vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
pos = normalize(pos);
float d = dot(pos, normalize(gl_NormalMatrix * gl_Normal));
@@ -11,10 +16,10 @@ void main()
d = 1.0 - d;
d *= d;
- d = min(d, materialColor.a*2.0);
+ d = min(d, gl_Color.a*2.0);
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_FrontColor.rgb = materialColor.rgb;
- gl_FrontColor.a = max(d, materialColor.a);
+ gl_FrontColor.rgb = gl_Color.rgb;
+ gl_FrontColor.a = max(d, gl_Color.a);
}