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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl22
1 files changed, 11 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index b8d43c0586..3f42e8a24b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -35,19 +35,19 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-#if USE_INDEXED_TEX
+#ifdef USE_INDEXED_TEX
void passTextureIndex();
#endif
ATTRIBUTE vec3 normal;
-#if USE_VERTEX_COLOR
+#ifdef USE_VERTEX_COLOR
ATTRIBUTE vec4 diffuse_color;
#endif
ATTRIBUTE vec2 texcoord0;
-#if HAS_SKIN
+#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
#elif IS_AVATAR_SKIN
mat4 getSkinnedTransform();
@@ -69,7 +69,7 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
-#if USE_VERTEX_COLOR
+#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif
@@ -126,7 +126,7 @@ void main()
vec3 norm;
//transform vertex
-#if HAS_SKIN
+#ifdef HAS_SKIN
mat4 trans = getObjectSkinnedTransform();
trans = modelview_matrix * trans;
@@ -138,7 +138,7 @@ void main()
gl_Position = frag_pos;
#else
-#if IS_AVATAR_SKIN
+#ifdef IS_AVATAR_SKIN
mat4 trans = getSkinnedTransform();
vec4 pos_in = vec4(position.xyz, 1.0);
pos.x = dot(trans[0], pos_in);
@@ -162,7 +162,7 @@ void main()
#endif
-#if USE_INDEXED_TEX
+#ifdef USE_INDEXED_TEX
passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
#else
@@ -174,7 +174,7 @@ void main()
calcAtmospherics(pos.xyz);
-#if !USE_VERTEX_COLOR
+#ifndef USE_VERTEX_COLOR
vec4 diffuse_color = vec4(1,1,1,1);
#endif
@@ -194,15 +194,15 @@ void main()
col.rgb = col.rgb*diffuse_color.rgb;
-#if USE_VERTEX_COLOR
+#ifdef USE_VERTEX_COLOR
vertex_color = col;
#endif
-#if HAS_SKIN
+#ifdef HAS_SKIN
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
#else
-#if IS_AVATAR_SKIN
+#ifdef IS_AVATAR_SKIN
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#else
pos = modelview_projection_matrix * vert;