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-rw-r--r--indra/newview/app_settings/shaders/class1/objects/previewV.glsl28
1 files changed, 14 insertions, 14 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
index f51b0f4d9e..f415253be9 100644
--- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file previewV.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
* $/LicenseInfo$
*/
@@ -38,7 +38,7 @@ out vec2 vary_texcoord0;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8];
+uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
//===================================================================================================
@@ -46,8 +46,8 @@ uniform vec3 light_diffuse[8];
//drivers that are picky about functions being declared but not defined even if they aren't called
float calcDirectionalLight(vec3 n, vec3 l)
{
- float a = max(dot(n,l),0.0);
- return a;
+ float a = max(dot(n,l),0.0);
+ return a;
}
//====================================================================================================
@@ -69,18 +69,18 @@ void main()
gl_Position = projection_matrix * pos;
norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
#else
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
norm = normalize(normal_matrix * normal);
#endif
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vec4 col = vec4(0,0,0,1);
+ vec4 col = vec4(0,0,0,1);
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
+ // Collect normal lights (need to be divided by two, as we later multiply by 2)
+ col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
col.rgb += light_diffuse[2].rgb * calcDirectionalLight(norm, light_position[2].xyz);
col.rgb += light_diffuse[3].rgb * calcDirectionalLight(norm, light_position[3].xyz);
- vertex_color = col*color;
+ vertex_color = col*color;
}