diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/starsV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/starsV.glsl | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl index 726508607d..97ee437870 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file starsV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ @@ -37,18 +37,18 @@ out vec2 screenpos; void main() { - //transform vertex + //transform vertex vec4 pos = modelview_projection_matrix * vec4(position, 1.0); - - // smash to far clip plane to + + // smash to far clip plane to // avoid rendering on top of moon (do NOT write to gl_FragDepth, it's slow) pos.z = pos.w; - gl_Position = pos; + gl_Position = pos; float t = mod(time, 1.25f); screenpos = position.xy * vec2(t, t); - 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; } |