Setting some shader svn:eol-style properties to native to prevent conflicts in windlight4 branch.

master
Brad Kittenbrink 2007-06-28 18:00:06 +00:00
parent 87f424c64f
commit 010d402456
2 changed files with 40 additions and 40 deletions

View File

@ -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;
}

View File

@ -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);
}