diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl | 36 | 
1 files changed, 18 insertions, 18 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl index 837074f08c..df05473b04 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl @@ -1,24 +1,24 @@ -/**  +/**   * @file eyeballV.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   * $/LicenseInfo$   */ @@ -41,19 +41,19 @@ void calcAtmospherics(vec3 inPositionEye);  void main()  { -	//transform vertex -	vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz; -	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -	 -	 -	vec3 norm = normalize(normal_matrix * normal); -		 -	calcAtmospherics(pos.xyz); - -	vec4 specular = vec4(1.0); -	vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular);	 -	vertex_color = color; +    //transform vertex +    vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz; +    gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +    vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + + +    vec3 norm = normalize(normal_matrix * normal); + +    calcAtmospherics(pos.xyz); + +    vec4 specular = vec4(1.0); +    vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular); +    vertex_color = color;  }  | 
