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authorLeslie Linden <leslie@lindenlab.com>2012-01-26 10:17:41 -0800
committerLeslie Linden <leslie@lindenlab.com>2012-01-26 10:17:41 -0800
commit71a660e0060b9aa2c5c01fd94e8070075b373d8d (patch)
tree71c42c85a20b4d9a34498267ffcbf05ea8312426 /indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
parent041aaf8ea9ac2a15eb5dacc58d25191e56a7c924 (diff)
* Fixed up shader compilation errors to get lighting and shadows working again on Mac.
* Cleaned up vertex buffer allocation to guarantee allocation and deallocation using the same allocation methods from the same pools. * Added new shader feature for atmospheric helpers in the absence of lighting. Reviewed by davep.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl6
1 files changed, 6 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
index 83815b1786..9629cfe824 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
@@ -61,6 +61,12 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+float calcDirectionalLight(vec3 n, vec3 l)
+{
+ float a = max(dot(n,l),0.0);
+ return a;
+}
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector