diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl | 22 |
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; |