diff options
author | Graham Linden <graham@lindenlab.com> | 2018-11-06 16:38:06 +0000 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2018-11-06 16:38:06 +0000 |
commit | 8c1aefc17c710b55ed7a72bd9de14cbed58ccd31 (patch) | |
tree | fe13d4e2fca64318b8019906aa7525195c5ce159 | |
parent | e0a1b46e6129a0e6ca62efe18882889db96c572f (diff) |
Remove scaleDownLight funcs and eliminate unused copy-pasted funcs in lighting shaders.
Also fix terrain response to atmospherics shaders (was failing to apply ambient on low end even when atmospherics was on).
22 files changed, 26 insertions, 95 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 1cfc19267c..3ec2ea12da 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -94,13 +94,6 @@ vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); -vec3 calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - a = pow(a, 1.0/1.3); - return vec3(a,a,a); -} - vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl index f2d2300766..e68b082d43 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl @@ -34,7 +34,6 @@ mat4 getSkinnedTransform(); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -57,12 +56,6 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -float calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - return a; -} - float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index c001ff9ac8..c1c17532b8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -110,13 +110,6 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -vec3 calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - return vec3(a,a,a); -} - - vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare) { //get light vector diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl index 46bde7f308..668a710c04 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl @@ -59,10 +59,8 @@ void main() vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); /// Add WL Components - //outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); + outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); - outColor.rgb = atmosLighting(outColor.rgb); - frag_color = vec4(scaleSoftClip(outColor.rgb), 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl index 5ffe464172..4d6f0c67a5 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl @@ -71,7 +71,7 @@ void main() /// Potentially better without it for water. pos /= pos.w; - vec4 color = calcLighting(pos.xyz, norm, vec4(0), vec4(1)); + vec4 color = calcLighting(pos.xyz, norm, vec4(1), vec4(0)); vertex_color = color; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl index 85cddc647d..20e44d74d5 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl @@ -23,14 +23,6 @@ * $/LicenseInfo$ */ - - -float calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - return a; -} - float calcDirectionalSpecular(vec3 view, vec3 n, vec3 l) { return pow(max(dot(reflect(view, n),l), 0.0),8.0); diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl index 7059ff31ae..10958025ac 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl @@ -29,7 +29,6 @@ float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 atmosGetDiffuseSunlightColor(); -vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; uniform vec3 light_diffuse[8]; @@ -44,7 +43,6 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor vec4 specularSum = vec4(0.0); col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0); - col.rgb = scaleDownLight(col.rgb); col.rgb += atmosAmbient(baseCol.rgb); col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0)); diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl index 41288c21c1..569b629ef8 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl @@ -30,7 +30,6 @@ float calcDirectionalLight(vec3 n, vec3 l); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { @@ -38,7 +37,6 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) col.a = color.a; col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); - col.rgb = scaleDownLight(col.rgb); col.rgb += atmosAmbient(baseLight.rgb); col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl index bf0a9048f0..c1cc3679a7 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl @@ -25,13 +25,14 @@ vec3 atmosFragAmbient(vec3 light, vec3 sunlit) { - return light; + /* stub function for fallback compatibility on class1 hardware */ + return light; } vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) { - /* stub function for fallback compatibility on class1 hardware */ - return light; + /* stub function for fallback compatibility on class1 hardware */ + return light; } vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit) @@ -41,7 +42,8 @@ vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit) vec3 atmosLighting(vec3 light) { - return atmosFragLighting(light, vec3(0), vec3(1.0)); + /* stub function for fallback compatibility on class1 hardware */ + return light; } void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive) diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl index c16e3d50a2..9e5893d32a 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl @@ -41,9 +41,3 @@ vec3 atmosGetDiffuseSunlightColor() return sunlight_color.rgb; } -vec3 scaleDownLight(vec3 light) -{ - /* stub function for fallback compatibility on class1 hardware */ - return light; -} - diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl index 9f68ca3dfa..01f19087ff 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl @@ -41,9 +41,3 @@ vec3 atmosGetDiffuseSunlightColor() return sunlight_color.rgb; } -vec3 scaleDownLight(vec3 light) -{ - /* stub function for fallback compatibility on class1 hardware */ - return light; -} - diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index fa81317f3f..c92dbda185 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -83,13 +83,13 @@ vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 fullbrightScaleSoftClipFrag(vec3 l); vec3 scaleSoftClipFrag(vec3 l); -vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { - if (no_atmo == 0) +vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) +{ + if (no_atmo == 1) { - light *= atten.r; - light += additive * 2.0; + return light; } - return light; + return (light + additive) * atten.r * 2.0; } vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl index 3acf9fe883..eef259349f 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl @@ -31,7 +31,6 @@ vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 atmosGetDiffuseSunlightColor(); -vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; uniform vec3 light_attenuation[8]; @@ -50,7 +49,6 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0); col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb); col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb); - col.rgb = scaleDownLight(col.rgb); // Add windlight lights col.rgb += atmosAmbient(baseCol.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index c9987ef3b9..b42506dd40 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -28,7 +28,6 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; uniform vec3 light_direction[8]; @@ -45,8 +44,6 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); - col.rgb = scaleDownLight(col.rgb); - // Add windlight lights col.rgb += atmosAmbient(baseLight.rgb); col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 89bdbfc0e6..229f8073b0 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -47,12 +47,13 @@ vec3 scaleSoftClipFrag(vec3 light); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) { - if (no_atmo == 0) + if (no_atmo == 1) { - light *= atten.r; - light += additive; + return light; } - return (2.0 * light); + light *= atten.r; + light += additive; + return light; } vec3 atmosLighting(vec3 light) diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl index 63c683c99e..8648c38501 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl @@ -37,8 +37,3 @@ vec3 atmosFragAffectDirectionalLight(float lightIntensity, vec3 sunlit) return sunlit * lightIntensity; } -vec3 scaleDownLightFrag(vec3 light) -{ - return (light / scene_light_strength ); -} - diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl index 617704ff67..a83aa95f95 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl @@ -49,8 +49,3 @@ vec3 atmosGetDiffuseSunlightColor() return getSunlitColor(); } -vec3 scaleDownLight(vec3 light) -{ - return (light / scene_light_strength ); -} - diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index 976e5066dc..bf64605014 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -32,13 +32,13 @@ vec3 getAtmosAttenuation(); uniform int no_atmo; -vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive) { - if (no_atmo == 0) +vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive) +{ + if (no_atmo == 1) { - light *= atten.r; - light += additive * 2.0; + return light; } - return light; + return (light + additive) * atten * 2.0; } vec3 fullbrightFragAtmosTransport(vec3 light, vec3 atten, vec3 additive) { diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl index e043ac873e..7870d0516f 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl @@ -29,7 +29,6 @@ vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 atmosGetDiffuseSunlightColor(); -vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; uniform vec3 light_attenuation[8]; @@ -52,7 +51,6 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[5].xyz, light_attenuation[5].x, light_attenuation[5].y, light_diffuse[5].rgb); col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[6].xyz, light_attenuation[6].x, light_attenuation[6].y, light_diffuse[6].rgb); col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[7].xyz, light_attenuation[7].x, light_attenuation[7].y, light_diffuse[7].rgb); - col.rgb = scaleDownLight(col.rgb); // Add windlight lights col.rgb += atmosAmbient(baseCol.rgb); diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index b5dcd2eba2..9842d9ba93 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -29,7 +29,6 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; uniform vec3 light_direction[8]; @@ -50,7 +49,6 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].z); col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].z); col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); - col.rgb = scaleDownLight(col.rgb); // Add windlight lights col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl index 5c93af386b..8195801be6 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl @@ -32,14 +32,13 @@ vec3 getAtmosAttenuation(); uniform int no_atmo; -vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { +vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) +{ if (no_atmo == 1) { return light; } - light *= atten.r; - light += additive * 2.0; - return light; + return (light + additive) * atten * 2.0; } vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { diff --git a/indra/newview/app_settings/shaders/shader_hierarchy.txt b/indra/newview/app_settings/shaders/shader_hierarchy.txt index d8bbf69b38..ebccaddd55 100644 --- a/indra/newview/app_settings/shaders/shader_hierarchy.txt +++ b/indra/newview/app_settings/shaders/shader_hierarchy.txt @@ -7,7 +7,6 @@ avatar/avatarV.glsl - gAvatarProgram, gAvatarWaterProgram sumLights() - lighting/sumLightsV.glsl calcDirectionalLight() - lighting/lightFuncV.glsl calcPointLight() - lighting/lightFuncV.glsl - scaleDownLight() - windlight/atmosphericsHelpersV.glsl atmosAmbient() - windlight/atmosphericsHelpersV.glsl atmosAffectDirectionalLight() - windlight/atmosphericsHelpersV.glsl ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @@ -28,7 +27,6 @@ avatar/eyeballV.glsl - gAvatarEyeballProgram atmosAmbient() - windlight/atmosphericsHelpersV.glsl atmosAffectDirectionalLight() - windlight/atmosphericsHelpersV.glsl atmosGetDiffuseSunlightColor() - windlight/atmosphericsHelpersV.glsl - scaleDownLight() - windlight/atmosphericsHelpersV.glsl ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ avatar/eyeballF.glsl - gAvatarEyeballProgram main() - avatar/eyeballF.glsl @@ -53,7 +51,6 @@ environment/terrainV.glsl - gTerrainProgram, gTerrainWaterProgram sumLights() - lighting/sumLightsV.glsl calcDirectionalLight() - lighting/lightFuncV.glsl calcPointLight() - lighting/lightFuncV.glsl - scaleDownLight() - windlight/atmosphericsHelpersV.glsl atmosAmbient() - windlight/atmosphericsHelpersV.glsl atmosAffectDirectionalLight() - windlight/atmosphericsHelpersV.glsl ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @@ -120,7 +117,6 @@ objects/shinyV.glsl - gObjectShinyProgram, gObjectShinyWaterProgram sumLights() - lighting/sumLightsV.glsl calcDirectionalLight() - lighting/lightFuncV.glsl calcPointLight() - lighting/lightFuncV.glsl - scaleDownLight() - windlight/atmosphericsHelpersV.glsl atmosAmbient() - windlight/atmosphericsHelpersV.glsl atmosAffectDirectionalLight() - windlight/atmosphericsHelpersV.glsl ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @@ -143,7 +139,6 @@ objects/simpleV.glsl - gObjectSimpleProgram, gObjectSimpleWaterProgram sumLights() - lighting/sumLightsV.glsl calcDirectionalLight() - lighting/lightFuncV.glsl calcPointLight() - lighting/lightFuncV.glsl - scaleDownLight() - windlight/atmosphericsHelpersV.glsl atmosAmbient() - windlight/atmosphericsHelpersV.glsl atmosAffectDirectionalLight() - windlight/atmosphericsHelpersV.glsl ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |