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authorDave Parks <davep@lindenlab.com>2023-02-03 19:53:43 -0600
committerDave Parks <davep@lindenlab.com>2023-02-03 19:53:43 -0600
commit4ea51c6ce4b29c0b3875e32f0daf86390cec8950 (patch)
treedea28751a15c3323445b5021f8cfbd13da2f3889 /indra/newview/app_settings/shaders/class1/deferred
parent1c2410b8af62254e96d60b2ae2e411d4756215e4 (diff)
SL-19148 Decruft followthrough -- kill more unused shader files
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl82
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterV.glsl99
2 files changed, 0 insertions, 181 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
deleted file mode 100644
index 14c337e608..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
+++ /dev/null
@@ -1,82 +0,0 @@
-/**
- * @file underWaterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
-
-uniform sampler2D diffuseMap;
-uniform sampler2D bumpMap;
-uniform sampler2D screenTex;
-uniform sampler2D refTex;
-uniform sampler2D screenDepth;
-
-uniform vec4 fogCol;
-uniform vec3 lightDir;
-uniform vec3 specular;
-uniform float lightExp;
-uniform vec2 fbScale;
-uniform float refScale;
-uniform float znear;
-uniform float zfar;
-uniform float kd;
-uniform vec4 waterPlane;
-uniform vec3 eyeVec;
-uniform vec4 waterFogColor;
-uniform float waterFogDensity;
-uniform float waterFogKS;
-uniform vec2 screenRes;
-
-//bigWave is (refCoord.w, view.w);
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
-
-vec2 encode_normal(vec3 n);
-
-void main()
-{
- vec4 color;
-
- //get detail normals
- vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
- vec3 wavef = normalize(wave1+wave2+wave3);
-
- //figure out distortion vector (ripply)
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
- distort = distort+wavef.xy*refScale;
-
- vec4 fb = texture2D(screenTex, distort);
-
- frag_data[0] = vec4(fb.rgb, 1.0); // diffuse
- frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
- frag_data[2] = vec4(encode_normal(wavef), 0.0, GBUFFER_FLAG_HAS_ATMOS); // normalxyz, env intens, flags (atmo kill)
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
deleted file mode 100644
index 38276859a0..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
+++ /dev/null
@@ -1,99 +0,0 @@
-/**
- * @file waterV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-uniform mat4 modelview_matrix;
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-
-
-void calcAtmospherics(vec3 inPositionEye);
-
-uniform vec2 waveDir1;
-uniform vec2 waveDir2;
-uniform float time;
-uniform vec3 eyeVec;
-uniform float waterHeight;
-
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
-
-VARYING vec4 vary_position;
-
-float wave(vec2 v, float t, float f, vec2 d, float s)
-{
- return (dot(d, v)*f + t*s)*f;
-}
-
-void main()
-{
- //transform vertex
- vec4 pos = vec4(position.xyz, 1.0);
- mat4 modelViewProj = modelview_projection_matrix;
-
- vec4 oPosition;
-
- //get view vector
- vec3 oEyeVec;
- oEyeVec.xyz = pos.xyz-eyeVec;
-
- float d = length(oEyeVec.xy);
- float ld = min(d, 2560.0);
-
- pos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
- view.xyz = oEyeVec;
-
- d = clamp(ld/1536.0-0.5, 0.0, 1.0);
- d *= d;
-
- oPosition = vec4(position, 1.0);
-// oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); // SL-11589 remove "U" shaped horizon
- vary_position = modelview_matrix * oPosition;
- oPosition = modelViewProj * oPosition;
-
- refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
-
- //get wave position parameter (create sweeping horizontal waves)
- vec3 v = pos.xyz;
- v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
-
- //push position for further horizon effect.
- pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
- pos.w = 1.0;
- pos = modelview_matrix*pos;
-
- calcAtmospherics(pos.xyz);
-
- //pass wave parameters to pixel shader
- vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055;
- //get two normal map (detail map) texture coordinates
- littleWave.xy = (v.xy) * vec2(0.45, 0.9) + waveDir2 * time * 0.13;
- littleWave.zw = (v.xy) * vec2(0.1, 0.2) + waveDir1 * time * 0.1;
- view.w = bigWave.y;
- refCoord.w = bigWave.x;
-
- gl_Position = oPosition;
-}