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authorGraham Linden <graham@lindenlab.com>2019-04-19 13:13:50 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-19 13:13:50 -0700
commitdd1cc2f3b1df472be405f4b95107972be1ea1a62 (patch)
treeff79313967cd3dfc1873da1872a4fdd60f01895a /indra/newview/app_settings/shaders/class1/windlight
parentf30a649f1cd789510b2f4e0b2b2f85043cdfd700 (diff)
Fix sky and cloud shader usage of density_multiplier (not re-ranged from FS to WL).
Remove all refs to now unused calcFragAtmospherics.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl4
2 files changed, 0 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
index 4f0e2a6cb6..4e0618e276 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
@@ -46,8 +46,3 @@ vec3 atmosLighting(vec3 light)
return light;
}
-void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive)
-{
- /* stub function for fallback compatibility on class1 hardware */
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index 1d105690d1..3d05912f49 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -42,10 +42,6 @@ uniform mat3 ssao_effect_mat;
uniform int no_atmo;
uniform float sun_moon_glow_factor;
-vec3 nothing() {
- return vec3(0, 0, 0);
-}
-
void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) {
vec3 P = inPositionEye;