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/interface | |
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/interface')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/interface/highlightF.glsl | 7 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/interface/highlightV.glsl | 15 |
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); } |