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path: root/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl40
1 files changed, 20 insertions, 20 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
index 26db1a5d4d..665ff6d3df 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file shadowAlphaMaskV.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2011, 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
* $/LicenseInfo$
*/
@@ -47,26 +47,26 @@ void passTextureIndex();
void main()
{
- //transform vertex
+ //transform vertex
#if defined(HAS_SKIN)
- vec4 pre_pos = vec4(position.xyz, 1.0);
- mat4 mat = getObjectSkinnedTransform();
- mat = modelview_matrix * mat;
- vec4 pos = mat * pre_pos;
- pos = projection_matrix * pos;
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+ vec4 pos = mat * pre_pos;
+ pos = projection_matrix * pos;
#else
- vec4 pre_pos = vec4(position.xyz, 1.0);
- vec4 pos = modelview_projection_matrix * pre_pos;
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+ vec4 pos = modelview_projection_matrix * pre_pos;
#endif
- target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
+ target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
+
+ post_pos = pos;
- post_pos = pos;
+ gl_Position = pos;
- gl_Position = pos;
-
- passTextureIndex();
+ passTextureIndex();
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vertex_color = diffuse_color;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
}