/** * @file lightV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ // All lights, no specular highlights vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { return sumLights(pos, norm, color, baseLight); }