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| author | mobserveur <mobserveur@gmail.com> | 2025-10-02 14:31:04 +0200 | 
|---|---|---|
| committer | mobserveur <mobserveur@gmail.com> | 2025-10-02 14:31:04 +0200 | 
| commit | 72010d908770d6afe6295e3a112f38d39752b968 (patch) | |
| tree | 2cfcf6cd4fa4d53d026b90377e9bcf0c9799d4bc | |
| parent | c4524c0305107092f80195b9691d7124fa85e69a (diff) | |
Cleaning deprecated gamma functions in shaders
This commit cleans the deprecated gamma functions in the shaders
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] ) ); | 
