From 010d40245600684fba056339f34dbdff0aa9a02d Mon Sep 17 00:00:00 2001 From: Brad Kittenbrink Date: Thu, 28 Jun 2007 18:00:06 +0000 Subject: Setting some shader svn:eol-style properties to native to prevent conflicts in windlight4 branch. --- .../shaders/class1/objects/shinyF.glsl | 26 +++++------ .../shaders/class1/objects/shinyV.glsl | 54 +++++++++++----------- 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); +} + -- cgit v1.2.3