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/class2/avatar | |
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/class2/avatar')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl | 21 |
1 files changed, 14 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl index 7957eddb31..3dd62d2d14 100644 --- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl @@ -1,8 +1,12 @@ -vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec3 baseCol); -void default_scatter(vec3 viewVec, vec3 lightDir); +/** + * @file eyeballV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ -attribute vec4 materialColor; -attribute vec4 specularColor; +vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); void main() { @@ -12,12 +16,15 @@ void main() vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz; vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + + calcAtmospherics(pos.xyz); - default_scatter(pos.xyz, gl_LightSource[0].position.xyz); - vec4 specular = specularColor; - vec4 color = calcLightingSpecular(pos, norm, materialColor, specular, gl_Color.rgb); + // vec4 specular = specularColor; + vec4 specular = vec4(1.0); + vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0)); gl_FrontColor = color; gl_FogFragCoord = pos.z; + } |