Lazy shader update. attribute -> ATTRIBUTE, varying -> VARYING. Moved some shader preprocessor stuff from llviewershadermgr.cpp to llshadermgr.cpp to match LL (although it looks more messy)

This commit is contained in:
Shyotl
2011-11-24 01:03:03 -06:00
parent 08d2c17c65
commit 8e7733b2ce
108 changed files with 263 additions and 232 deletions

View File

@@ -7,7 +7,7 @@
// varying param funcs
// VARYING param funcs
void setSunlitColor(vec3 v);
void setAmblitColor(vec3 v);
void setAdditiveColor(vec3 v);
@@ -16,8 +16,8 @@ void setPositionEye(vec3 v);
vec3 getAdditiveColor();
//varying vec4 vary_CloudUVs;
//varying float vary_CloudDensity;
//VARYING vec4 vary_CloudUVs;
//VARYING float vary_CloudDensity;
// Inputs
uniform vec4 morphFactor;

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@@ -7,12 +7,12 @@
varying vec3 vary_PositionEye;
VARYING vec3 vary_PositionEye;
varying vec3 vary_SunlitColor;
varying vec3 vary_AmblitColor;
varying vec3 vary_AdditiveColor;
varying vec3 vary_AtmosAttenuation;
VARYING vec3 vary_SunlitColor;
VARYING vec3 vary_AmblitColor;
VARYING vec3 vary_AdditiveColor;
VARYING vec3 vary_AtmosAttenuation;
vec3 getPositionEye()
{

View File

@@ -7,12 +7,12 @@
varying vec3 vary_PositionEye;
VARYING vec3 vary_PositionEye;
varying vec3 vary_SunlitColor;
varying vec3 vary_AmblitColor;
varying vec3 vary_AdditiveColor;
varying vec3 vary_AtmosAttenuation;
VARYING vec3 vary_SunlitColor;
VARYING vec3 vary_AmblitColor;
VARYING vec3 vary_AdditiveColor;
VARYING vec3 vary_AtmosAttenuation;
vec3 getPositionEye()
{

View File

@@ -11,9 +11,9 @@
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
varying vec4 vary_CloudColorSun;
varying vec4 vary_CloudColorAmbient;
varying float vary_CloudDensity;
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
uniform sampler2D cloud_noise_texture;
uniform vec4 cloud_pos_density1;

View File

@@ -12,9 +12,9 @@
///////////////////////////////////////////////////////////////////////////////
// Output parameters
varying vec4 vary_CloudColorSun;
varying vec4 vary_CloudColorAmbient;
varying float vary_CloudDensity;
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
// Inputs
uniform vec3 camPosLocal;

View File

@@ -11,7 +11,7 @@
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
varying vec4 vary_HazeColor;
VARYING vec4 vary_HazeColor;
uniform sampler2D cloud_noise_texture;
uniform vec4 gamma;

View File

@@ -12,7 +12,7 @@
///////////////////////////////////////////////////////////////////////////////
// Output parameters
varying vec4 vary_HazeColor;
VARYING vec4 vary_HazeColor;
// Inputs
uniform vec3 camPosLocal;