From aaae230bb135b9e57edb12a7374c711fd7e4adb4 Mon Sep 17 00:00:00 2001
From: Tofu Linden <tofu.linden@lindenlab.com>
Date: Fri, 29 Jan 2010 01:45:13 -0800
Subject: [PATCH] fix a variety of shader errors, mostly due to my confusing
 glsl with C++... again

---
 indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl | 3 ++-
 .../app_settings/shaders/class1/deferred/avatarAlphaV.glsl     | 3 ++-
 .../app_settings/shaders/class1/lighting/lightFuncV.glsl       | 2 +-
 indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl | 2 +-
 .../app_settings/shaders/class2/deferred/avatarAlphaV.glsl     | 3 ++-
 .../app_settings/shaders/class3/lighting/sumLightsV.glsl       | 2 +-
 6 files changed, 9 insertions(+), 6 deletions(-)

diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index cb0d7b797b2..04e556c11ad 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -41,7 +41,8 @@ void main()
 	calcAtmospherics(pos.xyz);
 
 	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-	vec4 col(0.0, 0.0, 0.0, gl_Color.a);
+
+	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
 
 	// Collect normal lights (need to be divided by two, as we later multiply by 2)
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index e34f6ba5524..650fbcc3f5c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -47,7 +47,8 @@ void main()
 	calcAtmospherics(pos.xyz);
 
 	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-	vec4 col(0.0, 0.0, 0.0, gl_Color.a);
+
+	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
 
 	// Collect normal lights (need to be divided by two, as we later multiply by 2)
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
index 2b7e8b125b4..da49e59b89e 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -13,7 +13,7 @@ float calcDirectionalLight(vec3 n, vec3 l)
 }
 
 
-float calcPointlightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight)
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight)
 {
 	//get light vector
 	vec3 lv = lp.xyz-v;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 05a32578c16..1fae8c4da38 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -42,7 +42,7 @@ void main()
 	calcAtmospherics(pos.xyz);
 
 	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-	vec4 col(0.0, 0.0, 0.0, gl_Color.a);
+	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
 
 	// Collect normal lights (need to be divided by two, as we later multiply by 2)
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index d63baeb9131..f8dd1b74314 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -53,7 +53,8 @@ void main()
 	calcAtmospherics(pos.xyz);
 
 	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-	vec4 col(0.0, 0.0, 0.0, gl_Color.a);
+
+	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
 
 	// Collect normal lights (need to be divided by two, as we later multiply by 2)
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index 371d6b526c7..f129a1517b3 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -15,7 +15,7 @@ vec3 scaleUpLight(vec3 light);
 
 vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
 {
-	vec4 col(0.0, 0.0, 0.0, color.a);
+	vec4 col = vec4(0.0, 0.0, 0.0, color.a);
 	
 	// Collect normal lights (need to be divided by two, as we later multiply by 2)
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
-- 
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