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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/class3
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/class3')
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index 371d6b526c..f129a1517b 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -15,7 +15,7 @@ vec3 scaleUpLight(vec3 light);
vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
- vec4 col(0.0, 0.0, 0.0, color.a);
+ vec4 col = vec4(0.0, 0.0, 0.0, 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);