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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl58
1 files changed, 29 insertions, 29 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
index 9adc68e62b..1c3fdfe2a2 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file avatarV.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
* $/LicenseInfo$
*/
@@ -40,30 +40,30 @@ void calcAtmospherics(vec3 inPositionEye);
void main()
{
- vary_texcoord0 = texcoord0;
-
- vec4 pos;
- vec3 norm;
-
- vec4 pos_in = vec4(position.xyz, 1.0);
-
- mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], pos_in);
- pos.y = dot(trans[1], pos_in);
- pos.z = dot(trans[2], pos_in);
- pos.w = 1.0;
-
- norm.x = dot(trans[0].xyz, normal);
- norm.y = dot(trans[1].xyz, normal);
- norm.z = dot(trans[2].xyz, normal);
- norm = normalize(norm);
-
- gl_Position = projection_matrix * pos;
-
- calcAtmospherics(pos.xyz);
-
- vec4 col = calcLighting(pos.xyz, norm, color);
- vertex_color = col;
+ vary_texcoord0 = texcoord0;
+
+ vec4 pos;
+ vec3 norm;
+
+ vec4 pos_in = vec4(position.xyz, 1.0);
+
+ mat4 trans = getSkinnedTransform();
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
+ pos.w = 1.0;
+
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
+ norm = normalize(norm);
+
+ gl_Position = projection_matrix * pos;
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 col = calcLighting(pos.xyz, norm, color);
+ vertex_color = col;
}