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authorTofu Linden <tofu.linden@lindenlab.com>2010-01-29 01:45:13 -0800
committerTofu Linden <tofu.linden@lindenlab.com>2010-01-29 01:45:13 -0800
commita857a71e097f3778a167c88980dc59c6960958bd (patch)
treec2a1fde8b6d56ee8f3b989bc1a9c30793c471b3f /indra/newview/app_settings/shaders/class2/deferred
parent8be10456e8b92828ea95a41bea2cd297303b26c0 (diff)
fix a variety of shader errors, mostly due to my confusing glsl with C++... again
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl3
2 files changed, 3 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 05a32578c1..1fae8c4da3 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -42,7 +42,7 @@ void main()
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col(0.0, 0.0, 0.0, gl_Color.a);
+ vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index d63baeb913..f8dd1b7431 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -53,7 +53,8 @@ void main()
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col(0.0, 0.0, 0.0, gl_Color.a);
+
+ vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);