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path: root/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
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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.glsl19
1 files changed, 13 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
index d436b4e00a..b3c988a924 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
@@ -1,7 +1,12 @@
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec3 baseCol);
-void default_scatter(vec3 viewVec, vec3 lightDir);
+/**
+ * @file eyeballV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
-attribute vec4 materialColor;
+vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
void main()
{
@@ -12,9 +17,11 @@ void main()
vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
- vec4 color = calcLighting(pos, norm, materialColor, gl_Color.rgb);
- default_scatter(pos, gl_LightSource[0].position.xyz);
-
+ calcAtmospherics(pos.xyz);
+
+ vec4 specular = vec4(1.0);
+ vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0));
gl_FrontColor = color;
+
}