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-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinyF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinyV.glsl54
2 files changed, 40 insertions, 40 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl
index 12c99a6567..694213219e 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl
@@ -1,13 +1,13 @@
-void applyScatter(inout vec3 col);
-
-uniform samplerCube environmentMap;
-
-void main()
-{
- vec3 ref = textureCube(environmentMap, gl_TexCoord[0].xyz).rgb;
-
- applyScatter(ref);
-
- gl_FragColor.rgb = ref;
- gl_FragColor.a = gl_Color.a;
-}
+void applyScatter(inout vec3 col);
+
+uniform samplerCube environmentMap;
+
+void main()
+{
+ vec3 ref = textureCube(environmentMap, gl_TexCoord[0].xyz).rgb;
+
+ applyScatter(ref);
+
+ gl_FragColor.rgb = ref;
+ gl_FragColor.a = gl_Color.a;
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
index 621ff6b5b7..16fba0154b 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
@@ -1,27 +1,27 @@
-void default_scatter(vec3 viewVec, vec3 lightDir);
-
-uniform vec4 origin;
-
-void main()
-{
- //transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-
- vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
-
- gl_FrontColor = gl_Color;
-
- vec3 ref = reflect(pos, norm);
-
- vec3 d = pos - origin.xyz;
- float dist = dot(normalize(d), ref);
- vec3 e = d + (ref * max(origin.w-dist, 0.0));
-
- ref = e - origin.xyz;
-
- gl_TexCoord[0] = gl_TextureMatrix[0]*vec4(ref,1.0);
-
- default_scatter(pos.xyz, gl_LightSource[0].position.xyz);
-}
-
+void default_scatter(vec3 viewVec, vec3 lightDir);
+
+uniform vec4 origin;
+
+void main()
+{
+ //transform vertex
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+
+ gl_FrontColor = gl_Color;
+
+ vec3 ref = reflect(pos, norm);
+
+ vec3 d = pos - origin.xyz;
+ float dist = dot(normalize(d), ref);
+ vec3 e = d + (ref * max(origin.w-dist, 0.0));
+
+ ref = e - origin.xyz;
+
+ gl_TexCoord[0] = gl_TextureMatrix[0]*vec4(ref,1.0);
+
+ default_scatter(pos.xyz, gl_LightSource[0].position.xyz);
+}
+