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author | Leslie Linden <leslie@lindenlab.com> | 2011-12-05 09:36:41 -0800 |
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committer | Leslie Linden <leslie@lindenlab.com> | 2011-12-05 09:36:41 -0800 |
commit | 837e4e5165cc3e6595577e90bae240e676be8ffe (patch) | |
tree | 85c8e8a8cb6adf8abc87fe3a70d4513a1ab625e5 /indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl | |
parent | 570d02dc7e41c3e08477e7f759d632db78690eb4 (diff) | |
parent | 71974461114d81f818f69a4344ce4071c20f331f (diff) |
Merge with viewer-experience
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl | 39 |
1 files changed, 0 insertions, 39 deletions
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl deleted file mode 100644 index ae7be4d231..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl +++ /dev/null @@ -1,39 +0,0 @@ -/** - * @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 - * $/LicenseInfo$ - */ - - - -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -void default_lighting_water() -{ - vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; - - color.rgb = atmosLighting(color.rgb); - - gl_FragColor = applyWaterFog(color); -} - |