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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl36
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;
}