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-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinyV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/treeV.glsl5
8 files changed, 17 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
index 591d6fc5c9..727bae19c0 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
@@ -36,7 +36,7 @@ VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
void calcAtmospherics(vec3 inPositionEye);
mat4 getObjectSkinnedTransform();
@@ -59,7 +59,7 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
+ vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color);
vertex_color = color;
gl_Position = projection_matrix*vec4(pos, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
index fdb3453cc5..4ba8194d03 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
@@ -39,7 +39,7 @@ VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
void calcAtmospherics(vec3 inPositionEye);
@@ -61,5 +61,5 @@ void main()
calcAtmospherics(pos.xyz);
- vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));
+ vertex_color = calcLighting(pos.xyz, norm, diffuse_color);
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
index 0be52a52af..22821a2f76 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
@@ -38,7 +38,7 @@ VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
void calcAtmospherics(vec3 inPositionEye);
void main()
@@ -52,7 +52,7 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 col = calcLighting(pos.xyz, norm, color, vec4(0.));
+ vec4 col = calcLighting(pos.xyz, norm, color);
vertex_color = col;
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl
index cb80697d15..e605676819 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl
@@ -37,7 +37,7 @@ VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
void calcAtmospherics(vec3 inPositionEye);
void main()
@@ -54,7 +54,7 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vec4 color = calcLighting(pos.xyz, norm, diffuse_color);
vertex_color = color;
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
index 1c6e53b187..df31b5a79f 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
@@ -35,7 +35,7 @@ VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
void calcAtmospherics(vec3 inPositionEye);
mat4 getObjectSkinnedTransform();
@@ -56,7 +56,7 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
+ vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color);
vertex_color = color;
gl_Position = projection_matrix*vec4(pos, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl
index d4dee78793..945f80f31e 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl
@@ -37,7 +37,7 @@ uniform vec4 color;
uniform vec4 object_plane_t;
uniform vec4 object_plane_s;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
void calcAtmospherics(vec3 inPositionEye);
VARYING vec4 vertex_color;
@@ -70,7 +70,7 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm, color, vec4(0.));
+ vec4 color = calcLighting(pos.xyz, norm, color);
vertex_color = color;
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
index 37a20383e2..a59bd9c0a6 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
@@ -34,7 +34,7 @@ ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
void calcAtmospherics(vec3 inPositionEye);
@@ -57,7 +57,7 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vec4 color = calcLighting(pos.xyz, norm, diffuse_color);
vertex_color = color;
diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
index fa01a27ec0..179d3c42a4 100644
--- a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
@@ -31,8 +31,9 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
void calcAtmospherics(vec3 inPositionEye);
VARYING vec4 vertex_color;
@@ -53,7 +54,7 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));
+ vec4 color = calcLighting(pos.xyz, norm, diffuse_color);
vertex_color = color;