diff options
| author | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-05-22 19:04:52 +0200 | 
|---|---|---|
| committer | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-05-22 19:04:52 +0200 | 
| commit | 1b67dd855c41f5a0cda7ec2a68d98071986ca703 (patch) | |
| tree | ab243607f74f78200787bba5b9b88f07ef1b966f /indra/newview/app_settings/shaders/class2/deferred | |
| parent | 6d6eabca44d08d5b97bfe3e941d2b9687c2246ea (diff) | |
| parent | e1623bb276f83a43ce7a197e388720c05bdefe61 (diff) | |
Merge remote-tracking branch 'origin/main' into DRTVWR-600-maint-A
# Conflicts:
#	autobuild.xml
#	indra/cmake/CMakeLists.txt
#	indra/cmake/GoogleMock.cmake
#	indra/llaudio/llaudioengine_fmodstudio.cpp
#	indra/llaudio/llaudioengine_fmodstudio.h
#	indra/llaudio/lllistener_fmodstudio.cpp
#	indra/llaudio/lllistener_fmodstudio.h
#	indra/llaudio/llstreamingaudio_fmodstudio.cpp
#	indra/llaudio/llstreamingaudio_fmodstudio.h
#	indra/llcharacter/llmultigesture.cpp
#	indra/llcharacter/llmultigesture.h
#	indra/llimage/llimage.cpp
#	indra/llimage/llimagepng.cpp
#	indra/llimage/llimageworker.cpp
#	indra/llimage/tests/llimageworker_test.cpp
#	indra/llmessage/tests/llmockhttpclient.h
#	indra/llprimitive/llgltfmaterial.h
#	indra/llrender/llfontfreetype.cpp
#	indra/llui/llcombobox.cpp
#	indra/llui/llfolderview.cpp
#	indra/llui/llfolderviewmodel.h
#	indra/llui/lllineeditor.cpp
#	indra/llui/lllineeditor.h
#	indra/llui/lltextbase.cpp
#	indra/llui/lltextbase.h
#	indra/llui/lltexteditor.cpp
#	indra/llui/lltextvalidate.cpp
#	indra/llui/lltextvalidate.h
#	indra/llui/lluictrl.h
#	indra/llui/llview.cpp
#	indra/llwindow/llwindowmacosx.cpp
#	indra/newview/app_settings/settings.xml
#	indra/newview/llappearancemgr.cpp
#	indra/newview/llappearancemgr.h
#	indra/newview/llavatarpropertiesprocessor.cpp
#	indra/newview/llavatarpropertiesprocessor.h
#	indra/newview/llbreadcrumbview.cpp
#	indra/newview/llbreadcrumbview.h
#	indra/newview/llbreastmotion.cpp
#	indra/newview/llbreastmotion.h
#	indra/newview/llconversationmodel.h
#	indra/newview/lldensityctrl.cpp
#	indra/newview/lldensityctrl.h
#	indra/newview/llface.inl
#	indra/newview/llfloatereditsky.cpp
#	indra/newview/llfloatereditwater.cpp
#	indra/newview/llfloateremojipicker.h
#	indra/newview/llfloaterimsessiontab.cpp
#	indra/newview/llfloaterprofiletexture.cpp
#	indra/newview/llfloaterprofiletexture.h
#	indra/newview/llgesturemgr.cpp
#	indra/newview/llgesturemgr.h
#	indra/newview/llimpanel.cpp
#	indra/newview/llimpanel.h
#	indra/newview/llinventorybridge.cpp
#	indra/newview/llinventorybridge.h
#	indra/newview/llinventoryclipboard.cpp
#	indra/newview/llinventoryclipboard.h
#	indra/newview/llinventoryfunctions.cpp
#	indra/newview/llinventoryfunctions.h
#	indra/newview/llinventorygallery.cpp
#	indra/newview/lllistbrowser.cpp
#	indra/newview/lllistbrowser.h
#	indra/newview/llpanelobjectinventory.cpp
#	indra/newview/llpanelprofile.cpp
#	indra/newview/llpanelprofile.h
#	indra/newview/llpreviewgesture.cpp
#	indra/newview/llsavedsettingsglue.cpp
#	indra/newview/llsavedsettingsglue.h
#	indra/newview/lltooldraganddrop.cpp
#	indra/newview/llurllineeditorctrl.cpp
#	indra/newview/llvectorperfoptions.cpp
#	indra/newview/llvectorperfoptions.h
#	indra/newview/llviewerparceloverlay.cpp
#	indra/newview/llviewertexlayer.cpp
#	indra/newview/llviewertexturelist.cpp
#	indra/newview/macmain.h
#	indra/test/test.cpp
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
7 files changed, 85 insertions, 85 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index acd32a81b3..e6bdaf265e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -1,24 +1,24 @@ -/**  +/**   * @file alphaF.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   * $/LicenseInfo$   */ @@ -60,7 +60,7 @@ uniform vec2 screen_res;  uniform int sun_up_factor;  uniform vec4 light_position[8];  uniform vec3 light_direction[8]; -uniform vec4 light_attenuation[8];  +uniform vec4 light_attenuation[8];  uniform vec3 light_diffuse[8];  void waterClip(vec3 pos); @@ -90,15 +90,15 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec      float falloff_factor = (12.0 * fa) - 9.0;      float inverted_la = falloff_factor / la;      // Yes, it makes me want to cry as well. DJH -     +      vec3 col = vec3(0); -	//get light vector -	vec3 lv = lp.xyz-v; +    //get light vector +    vec3 lv = lp.xyz-v; -	//get distance -	float dist = length(lv); -	float da = 1.0; +    //get distance +    float dist = length(lv); +    float da = 1.0;      /*if (dist > inverted_la)      { @@ -111,23 +111,23 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec      if (proj_tc.z < 0       || proj_tc.z > 1       || proj_tc.x < 0 -     || proj_tc.x > 1  +     || proj_tc.x > 1       || proj_tc.y < 0       || proj_tc.y > 1)      {          return col;      }*/ -	if (dist > 0.0 && inverted_la > 0.0) -	{ +    if (dist > 0.0 && inverted_la > 0.0) +    {          dist /= inverted_la; -		//normalize light vector -		lv = normalize(lv); -	 -		//distance attenuation -		float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); -		dist_atten *= dist_atten; +        //normalize light vector +        lv = normalize(lv); + +        //distance attenuation +        float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); +        dist_atten *= dist_atten;          dist_atten *= 2.0f;          if (dist_atten <= 0.0) @@ -135,20 +135,20 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec             return col;          } -		// spotlight coefficient. -		float spot = max(dot(-ln, lv), is_pointlight); -		da *= spot*spot; // GL_SPOT_EXPONENT=2 +        // spotlight coefficient. +        float spot = max(dot(-ln, lv), is_pointlight); +        da *= spot*spot; // GL_SPOT_EXPONENT=2 -		//angular attenuation -		da *= dot(n, lv); +        //angular attenuation +        da *= dot(n, lv);          da = max(0.0, da); -		float lit = 0.0f; +        float lit = 0.0f;          float amb_da = 0.0;//ambiance;          if (da > 0)          { -		    lit = max(da * dist_atten,0.0); +            lit = max(da * dist_atten,0.0);              col = lit * light_col * diffuse;              amb_da += (da*0.5+0.5) * ambiance;          } @@ -165,10 +165,10 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec      return col;  } -void main()  +void main()  {      vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; -     +      vec4 pos = vec4(vary_position, 1.0);  #ifndef IS_AVATAR_SKIN      // clip against water plane unless this is a legacy avatar skin @@ -199,7 +199,7 @@ void main()      float final_alpha = diffuse_srgb.a * vertex_color.a;      diffuse_srgb.rgb *= vertex_color.rgb; -     +      // Insure we don't pollute depth with invis pixels in impostor rendering      //      if (final_alpha < minimum_alpha) @@ -222,7 +222,7 @@ void main()      final_alpha *= vertex_color.a;      if (final_alpha < minimum_alpha) -    { // TODO: figure out how to get invisible faces out of  +    { // TODO: figure out how to get invisible faces out of          // render batches without breaking glow          discard;      } @@ -245,11 +245,11 @@ void main()      vec3 glossenv;      vec3 legacyenv;      sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, frag, pos.xyz, norm.xyz, 0.0, 0.0, true, amblit_linear); -     +      float da = dot(norm.xyz, light_dir.xyz);            da = clamp(da, -1.0, 1.0); -  +      float final_da = da;            final_da = clamp(final_da, 0.0f, 1.0f); @@ -266,7 +266,7 @@ void main()      color.rgb *= diffuse_linear.rgb;      vec4 light = vec4(0,0,0,0); -     +     #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);      LIGHT_LOOP(1) diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index 003dd05e6f..34d86b6147 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -1,24 +1,24 @@ -/**  +/**   * @file class1\deferred\pbralphaF.glsl   *   * $LicenseInfo:firstyear=2022&license=viewerlgpl$   * Second Life Viewer Source Code   * Copyright (C) 2022, 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   * $/LicenseInfo$   */ @@ -87,7 +87,7 @@ vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);  void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);  float calcLegacyDistanceAttenuation(float distance, float falloff);  float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,  +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,          vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear);  void waterClip(vec3 pos); @@ -110,15 +110,15 @@ vec3 pbrBaseLight(vec3 diffuseColor,                    vec3 additive,                    vec3 atten); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,  -                    float perceptualRoughness,  +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, +                    float perceptualRoughness,                      float metallic,                      vec3 n, // normal                      vec3 v, // surface point to camera                      vec3 l); //surface point to light -vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,  -                    float perceptualRoughness,  +vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, +                    float perceptualRoughness,                      float metallic,                      vec3 n, // normal                      vec3 p, // pixel position @@ -178,7 +178,7 @@ void main()      float sign = vary_sign;      vec3 vN = vary_normal;      vec3 vT = vary_tangent.xyz; -     +      vec3 vB = sign * cross(vN, vT);      vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); @@ -215,7 +215,7 @@ void main()      vec3  irradiance = vec3(0);      vec3  radiance  = vec3(0);      sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit); -     +      vec3 diffuseColor;      vec3 specularColor;      calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor); @@ -242,7 +242,7 @@ void main()      color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb;      float a = basecolor.a*vertex_color.a; -     +      frag_color = max(vec4(color.rgb,a), vec4(0));  } @@ -292,7 +292,7 @@ void main()      // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear      colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); -     +      float a = basecolor.a*vertex_color.a;      color += colorEmissive; diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl index 52e71edcac..d178bf22b6 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl @@ -37,7 +37,7 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,          vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear)  {      ambenv = vec3(reflection_probe_ambiance * 0.25); -     +      vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));      vec3 env_vec = env_mat * refnormpersp;      glossenv = srgb_to_linear(texture(environmentMap, env_vec).rgb); @@ -59,7 +59,7 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout          vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear)  {      ambenv = vec3(reflection_probe_ambiance * 0.25); -     +      vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));      vec3 env_vec = env_mat * refnormpersp; @@ -70,7 +70,7 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout  void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm)  { -     +  }  void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index d1db6dd943..e490ad72ee 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -1,24 +1,24 @@ -/**  +/**   * @file softenLightF.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   * $/LicenseInfo$   */ @@ -35,13 +35,13 @@ void setAdditiveColor(vec3 c);  void main()  { -	//transform vertex -	vec4 pos = vec4(position.xyz, 1.0); -	gl_Position = pos;  +    //transform vertex +    vec4 pos = vec4(position.xyz, 1.0); +    gl_Position = pos;      // appease OSX GLSL compiler/linker by touching all the varyings we said we would      setAtmosAttenuation(vec3(1));      setAdditiveColor(vec3(0)); -	vary_fragcoord = (pos.xy*0.5+0.5); +    vary_fragcoord = (pos.xy*0.5+0.5);  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 1ea57516a4..10bfe2c5d5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -1,24 +1,24 @@ -/**  +/**   * @file sunLightF.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   * $/LicenseInfo$   */ @@ -41,7 +41,7 @@ vec4 getPosition(vec2 pos_screen);  float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);  float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen); -void main()  +void main()  {      vec2 pos_screen = vary_fragcoord.xy;      vec4 pos        = getPosition(pos_screen); @@ -50,7 +50,7 @@ void main()      vec4 col;      col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);      col.g = 1.0f; -    col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);  +    col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);      col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);      frag_color = clamp(col, vec4(0), vec4(1)); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 0126e09d4c..2f1819bff7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -1,27 +1,27 @@ -/**  +/**   * @file class2/deferred/sunLightSSAOF.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   * $/LicenseInfo$   */ -  +  /*[EXTRA_CODE_HERE]*/  out vec4 frag_color; @@ -38,7 +38,7 @@ float sampleDirectionalShadow(vec3 shadow_pos, vec3 norm, vec2 pos_screen);  float sampleSpotShadow(vec3 shadow_pos, vec3 norm, int index, vec2 pos_screen);  float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); -void main()  +void main()  {      vec2 pos_screen = vary_fragcoord.xy;      vec4 pos  = getPosition(pos_screen); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index 5ae7f2c571..0e9f7bbfb2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -1,24 +1,24 @@ -/**  +/**   * @file sunLightV.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   * $/LicenseInfo$   */ @@ -31,9 +31,9 @@ uniform vec2 screen_res;  void main()  { -	//transform vertex -	vec4 pos = vec4(position.xyz, 1.0); -	gl_Position = pos;  -	 -	vary_fragcoord = (pos.xy * 0.5 + 0.5);	 +    //transform vertex +    vec4 pos = vec4(position.xyz, 1.0); +    gl_Position = pos; + +    vary_fragcoord = (pos.xy * 0.5 + 0.5);  }  | 
