diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/interface/highlightV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/interface/highlightV.glsl | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl index 481b7a3b1d..f97b2c4ae1 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file highlightV.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 * $/LicenseInfo$ */ @@ -39,15 +39,15 @@ uniform mat4 modelview_matrix; void main() { - //transform vertex + //transform vertex #ifdef HAS_SKIN mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; vec4 pos = mat * vec4(position.xyz,1.0); gl_Position = projection_matrix * pos; #else - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); #endif - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } |