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-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl24
1 files changed, 12 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl
index cea08ecffd..95200444b9 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl
@@ -1,30 +1,30 @@
-/**
+/**
* @file class1\lighting\lightF.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
* $/LicenseInfo$
*/
out vec4 frag_color;
-
+
in vec4 vertex_color;
in vec2 vary_texcoord0;
@@ -33,14 +33,14 @@ uniform sampler2D diffuseMap;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-void default_lighting()
+void default_lighting()
{
- vec4 color = texture(diffuseMap,vary_texcoord0.xy) * vertex_color;
-
- color.rgb = atmosLighting(color.rgb);
+ vec4 color = texture(diffuseMap,vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
+ color.rgb = scaleSoftClip(color.rgb);
- frag_color = max(color, vec4(0));
+ frag_color = max(color, vec4(0));
}