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authorAdam Moss <c@yotes.com>2012-04-21 18:33:07 +0100
committerAdam Moss <c@yotes.com>2012-04-21 18:33:07 +0100
commit442c5cf339ddffb10db9f819704bf77ad941bc28 (patch)
tree0ee758e66bcc5ebdec7fa1739ec8b981f1e92240 /indra/newview/app_settings/shaders/class1/deferred
parent03442801bd8018318efb4a4e763dc8969fd11ed7 (diff)
STORM-1819: Ternary/graded shadow support
a bunch of trivial clean-ups and commentary.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl5
2 files changed, 0 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index 07d5b08191..6269a051f1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -29,18 +29,13 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform mat4 modelview_projection_matrix;
-
uniform float minimum_alpha;
uniform sampler2D diffuseMap;
-//flat VARYING int foo;
VARYING float pos_zd2;
VARYING float pos_w;
VARYING float target_pos_x;
-//VARYING vec4 pre_pos;
-//VARYING vec4 post_pos;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
index 6397a5c461..c1f2d90712 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
@@ -34,9 +34,6 @@ ATTRIBUTE vec2 texcoord0;
VARYING float pos_zd2;
VARYING float pos_w;
VARYING float target_pos_x;
-//flat VARYING int foo;
-//VARYING vec4 pre_pos;
-//VARYING vec4 post_pos;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
@@ -47,11 +44,9 @@ void main()
//transform vertex
vec4 pre_pos = vec4(position.xyz, 1.0);
vec4 pos = modelview_projection_matrix * pre_pos;
- //post_pos = pos;
target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
pos_w = pos.w;
pos_zd2 = pos.z * 0.5;
- //foo = int(posxw.x);
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);