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authorDave Parks <davep@lindenlab.com>2023-02-03 17:18:39 -0600
committerDave Parks <davep@lindenlab.com>2023-02-03 17:18:39 -0600
commit830cb6b66551025285120fb628f0b5ebf3841756 (patch)
tree668e10bab4f075bca49f006017e7dfccfd8096ce /indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
parent4259ea79535e88ef6d8ec8415c53c28d0c2d89ac (diff)
SL-19148 Decruft some forward shaders and drawpools. Fix HUDs being in wrong color space.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl78
1 files changed, 3 insertions, 75 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
index f693323d45..850f7ebb38 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
@@ -22,85 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-#ifndef HAS_DIFFUSE_LOOKUP
-uniform sampler2D diffuseMap;
-#endif
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-VARYING vec3 vary_texcoord1;
-VARYING vec3 vary_position;
-
-uniform samplerCube environmentMap;
+//debug stub
-// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
-uniform int no_atmo;
-
-vec3 fullbrightShinyAtmosTransport(vec3 light);
-vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
-
-vec3 linear_to_srgb(vec3 c);
-vec3 srgb_to_linear(vec3 c);
+out vec4 frag_color;
-// See:
-// class1\deferred\fullbrightShinyF.glsl
-// class1\lighting\lightFullbrightShinyF.glsl
void main()
{
-#ifdef HAS_DIFFUSE_LOOKUP
- vec4 color = diffuseLookup(vary_texcoord0.xy);
-#else
- vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
-#endif
-
- color.rgb *= vertex_color.rgb;
-
- // SL-9632 HUDs are affected by Atmosphere
- if (no_atmo == 0)
- {
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
- vec3 pos = vary_position.xyz;
-
- calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
-
- vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
- float env_intensity = vertex_color.a;
-
- //color.rgb = srgb_to_linear(color.rgb);
- color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
- color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
- color.rgb = fullbrightScaleSoftClip(color.rgb);
- }
-
-/*
- // NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects.
- else
- {
- vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
- float env_intensity = vertex_color.a;
- color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
- }
-*/
-
- color.a = 1.0;
-
- //color.rgb = linear_to_srgb(color.rgb);
-
- frag_color = color;
+ frag_color = vec4(0.25, 0.5, 0, 1.0);
}