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authorDave Parks <davep@lindenlab.com>2011-09-29 19:34:27 -0500
committerDave Parks <davep@lindenlab.com>2011-09-29 19:34:27 -0500
commit8882d93de40cf3f7771e5ad1bfc6aefd47bd469d (patch)
tree18be4e6c29a9e806ddc2684f7d8315bec239c790 /indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl
parent7238714634e72dacc4b09c1c4ee98b16fb0c91fe (diff)
SH-2507 Potential fix for basic shaders causing objects to disappear with some drivers (prune shader tree of unused shaders while we're at it)
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl')
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diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl
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+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl
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+/**
+ * @file lightWaterF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+uniform sampler2D diffuseMap;
+
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void default_lighting_water()
+{
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ gl_FragColor = applyWaterFog(color);
+}
+