diff options
author | Brad Kittenbrink <brad@lindenlab.com> | 2007-06-28 18:00:06 +0000 |
---|---|---|
committer | Brad Kittenbrink <brad@lindenlab.com> | 2007-06-28 18:00:06 +0000 |
commit | 010d40245600684fba056339f34dbdff0aa9a02d (patch) | |
tree | 622c614f5c8281302d1840e5c8b16ae7bf7829ff /indra/newview | |
parent | 87f424c64ff159a9e071544ae3f290b29eb28d7e (diff) |
Setting some shader svn:eol-style properties to native to prevent conflicts in windlight4 branch.
Diffstat (limited to 'indra/newview')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/shinyF.glsl | 26 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/shinyV.glsl | 54 |
2 files changed, 40 insertions, 40 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl index 12c99a6567..694213219e 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl @@ -1,13 +1,13 @@ -void applyScatter(inout vec3 col);
-
-uniform samplerCube environmentMap;
-
-void main()
-{
- vec3 ref = textureCube(environmentMap, gl_TexCoord[0].xyz).rgb;
-
- applyScatter(ref);
-
- gl_FragColor.rgb = ref;
- gl_FragColor.a = gl_Color.a;
-}
+void applyScatter(inout vec3 col); + +uniform samplerCube environmentMap; + +void main() +{ + vec3 ref = textureCube(environmentMap, gl_TexCoord[0].xyz).rgb; + + applyScatter(ref); + + gl_FragColor.rgb = ref; + gl_FragColor.a = gl_Color.a; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index 621ff6b5b7..16fba0154b 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -1,27 +1,27 @@ -void default_scatter(vec3 viewVec, vec3 lightDir);
-
-uniform vec4 origin;
-
-void main()
-{
- //transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-
- vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
-
- gl_FrontColor = gl_Color;
-
- vec3 ref = reflect(pos, norm);
-
- vec3 d = pos - origin.xyz;
- float dist = dot(normalize(d), ref);
- vec3 e = d + (ref * max(origin.w-dist, 0.0));
-
- ref = e - origin.xyz;
-
- gl_TexCoord[0] = gl_TextureMatrix[0]*vec4(ref,1.0);
-
- default_scatter(pos.xyz, gl_LightSource[0].position.xyz);
-}
-
+void default_scatter(vec3 viewVec, vec3 lightDir); + +uniform vec4 origin; + +void main() +{ + //transform vertex + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + + vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz; + vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + + gl_FrontColor = gl_Color; + + vec3 ref = reflect(pos, norm); + + vec3 d = pos - origin.xyz; + float dist = dot(normalize(d), ref); + vec3 e = d + (ref * max(origin.w-dist, 0.0)); + + ref = e - origin.xyz; + + gl_TexCoord[0] = gl_TextureMatrix[0]*vec4(ref,1.0); + + default_scatter(pos.xyz, gl_LightSource[0].position.xyz); +} + |