diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects/previewV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/previewV.glsl | 28 |
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; } |