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-rw-r--r--indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl32
1 files changed, 16 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl
index 9e77927cb8..a7e30cf2ef 100644
--- a/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file pathfindingV.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
* $/LicenseInfo$
*/
@@ -34,21 +34,21 @@ out vec4 vertex_color;
uniform float tint;
uniform float ambiance;
uniform float alpha_scale;
-
+
void main()
{
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+ vec3 l1 = vec3(-0.75, 1, 1.0)*0.5;
+ vec3 l2 = vec3(0.5, -0.6, 0.4)*0.25;
+ vec3 l3 = vec3(0.5, -0.8, 0.3)*0.5;
- vec3 l1 = vec3(-0.75, 1, 1.0)*0.5;
- vec3 l2 = vec3(0.5, -0.6, 0.4)*0.25;
- vec3 l3 = vec3(0.5, -0.8, 0.3)*0.5;
+ float lit = max(dot(normal, l1), 0.0);
+ lit += max(dot(normal, l2), 0.0);
+ lit += max(dot(normal, l3), 0.0);
- float lit = max(dot(normal, l1), 0.0);
- lit += max(dot(normal, l2), 0.0);
- lit += max(dot(normal, l3), 0.0);
+ lit = clamp(lit, ambiance, 1.0);
- lit = clamp(lit, ambiance, 1.0);
-
- vertex_color = vec4(diffuse_color.rgb * tint * lit, diffuse_color.a*alpha_scale);
+ vertex_color = vec4(diffuse_color.rgb * tint * lit, diffuse_color.a*alpha_scale);
}