From 010d40245600684fba056339f34dbdff0aa9a02d Mon Sep 17 00:00:00 2001
From: Brad Kittenbrink <brad@lindenlab.com>
Date: Thu, 28 Jun 2007 18:00:06 +0000
Subject: [PATCH] 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 12c99a65673..694213219ef 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 621ff6b5b7b..16fba0154b7 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);
+}
+
-- 
GitLab