diff options
author | Graham Linden <graham@lindenlab.com> | 2019-04-19 13:13:50 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-04-19 13:13:50 -0700 |
commit | dd1cc2f3b1df472be405f4b95107972be1ea1a62 (patch) | |
tree | ff79313967cd3dfc1873da1872a4fdd60f01895a /indra/newview/app_settings/shaders/class1/windlight | |
parent | f30a649f1cd789510b2f4e0b2b2f85043cdfd700 (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.glsl | 5 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 4 |
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; |