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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl28
1 files changed, 14 insertions, 14 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
index 5795384b47..3b55c4645c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
@@ -4,21 +4,21 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -54,28 +54,28 @@ uniform mat4 projection_matrix;
void main()
{
- //transform vertex
- vec4 vert = vec4(position.xyz,1.0);
- passTextureIndex();
+ //transform vertex
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
#ifdef HAS_SKIN
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec4 pos = mat * vert;
gl_Position = projection_matrix * pos;
- vec3 norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
+ vec3 norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
#else
- vec4 pos = (modelview_matrix * vert);
- gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- vec3 norm = normalize(normal_matrix * normal);
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vec3 norm = normalize(normal_matrix * normal);
#endif
vary_position = pos.xyz;
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vary_texcoord1 = norm;
- calcAtmospherics(pos.xyz);
+ calcAtmospherics(pos.xyz);
- vertex_color = diffuse_color;
+ vertex_color = diffuse_color;
}