summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authormobserveur <mobserveur@gmail.com>2025-10-02 14:31:04 +0200
committermobserveur <mobserveur@gmail.com>2025-10-02 14:31:04 +0200
commit72010d908770d6afe6295e3a112f38d39752b968 (patch)
tree2cfcf6cd4fa4d53d026b90377e9bcf0c9799d4bc
parentc4524c0305107092f80195b9691d7124fa85e69a (diff)
Cleaning deprecated gamma functions in shaders
This commit cleans the deprecated gamma functions in the shaders
-rw-r--r--indra/llrender/llshadermgr.cpp2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl2
-rw-r--r--indra/newview/llviewershadermgr.cpp2
7 files changed, 9 insertions, 10 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 9b55998886..6dd3634309 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -263,6 +263,7 @@ bool LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
+ /*
if (features->hasGamma || features->isDeferred)
{
if (!shader->attachFragmentObject("windlight/gammaF.glsl"))
@@ -270,6 +271,7 @@ bool LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
return false;
}
}
+ */
if (features->hasAtmospherics || features->isDeferred)
{
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
index c7cb076099..5d619c1b82 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
@@ -28,7 +28,7 @@ out vec4 frag_color;
uniform float minimum_alpha;
vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
+//vec3 scaleSoftClip(vec3 light);
in vec4 vertex_color;
in vec2 vary_texcoord0;
@@ -45,7 +45,7 @@ void default_lighting()
color *= vertex_color;
color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
+ //color.rgb = scaleSoftClip(color.rgb);
frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
index 77324edcff..7f36e928f7 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
@@ -30,7 +30,7 @@ uniform float minimum_alpha;
uniform sampler2D diffuseMap;
vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
+//vec3 scaleSoftClip(vec3 light);
in vec4 vertex_color;
in vec2 vary_texcoord0;
@@ -48,7 +48,7 @@ void default_lighting()
color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
+ //color.rgb = scaleSoftClip(color.rgb);
frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
index e8523935ed..032743ef21 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
@@ -29,7 +29,7 @@ in vec4 vertex_color;
in vec2 vary_texcoord0;
vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
+//vec3 scaleSoftClip(vec3 light);
void default_lighting()
{
@@ -37,7 +37,7 @@ void default_lighting()
color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
+ //color.rgb = scaleSoftClip(color.rgb);
frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index f8803f1a29..9b6b2e5b33 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -39,7 +39,6 @@ uniform int sun_up_factor;
uniform int classic_mode;
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
-vec3 scaleSoftClipFragLinear(vec3 l);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index b9de4edc67..deafa35298 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -33,7 +33,6 @@ out vec4 frag_color;
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
-vec3 scaleSoftClipFragLinear(vec3 l);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
@@ -119,7 +118,6 @@ vec3 srgb_to_linear(vec3 col);
vec3 linear_to_srgb(vec3 col);
vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
vec3 toneMapNoExposure(vec3 color);
vec3 vN, vT, vB;
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index f32d0aebda..23387d8613 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -890,7 +890,7 @@ std::string LLViewerShaderMgr::loadBasicShaders()
std::vector<S32> index_channels;
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsHelpersF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mShaderLevel[SHADER_WINDLIGHT]) );
+ //index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mShaderLevel[SHADER_WINDLIGHT]) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mShaderLevel[SHADER_WATER] ) );