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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/class2/windlight
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/class2/windlight')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/transportF.glsl2
6 files changed, 0 insertions, 22 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 1463d507bc..6668a00841 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -27,17 +27,11 @@ vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
vec3 scaleSoftClipFrag(vec3 light);
-uniform int no_atmo;
-
vec3 srgb_to_linear(vec3 col);
vec3 linear_to_srgb(vec3 col);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
{
- if (no_atmo == 1)
- {
- return light;
- }
light *= atten.r;
light += additive;
return light * 2.0;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index ba02070e45..f9f625ecdb 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -45,7 +45,6 @@ uniform float max_y;
uniform vec3 glow;
uniform float scene_light_strength;
uniform mat3 ssao_effect_mat;
-uniform int no_atmo;
uniform float sun_moon_glow_factor;
float getAmbientClamp() { return 1.0f; }
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
index 5788871744..800d08047a 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
@@ -26,11 +26,9 @@
// Output variables
uniform float scene_light_strength;
-uniform int no_atmo;
vec3 atmosFragAmbient(vec3 light, vec3 amblit)
{
- if (no_atmo == 1) return light;
return amblit + light / 2.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
index 9c42b84eca..257a76c663 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
@@ -33,11 +33,9 @@ vec3 getAtmosAttenuation();
vec3 getPositionEye();
uniform float scene_light_strength;
-uniform int no_atmo;
vec3 atmosAmbient()
{
- if (no_atmo == 1) return vec3(0.16);
return getAmblitColor();
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
index a32a572461..9a9b179e6a 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
@@ -23,7 +23,6 @@
* $/LicenseInfo$
*/
uniform float gamma;
-uniform int no_atmo;
vec3 getAtmosAttenuation();
vec3 getAdditiveColor();
@@ -33,10 +32,6 @@ vec3 linear_to_srgb(vec3 col);
vec3 scaleSoftClipFragLinear(vec3 light)
{ // identical to non-linear version and that's probably close enough
- if (no_atmo == 1)
- {
- return light;
- }
//soft clip effect:
light = 1. - clamp(light, vec3(0.), vec3(1.));
light = 1. - pow(light, vec3(gamma)); // s/b inverted already CPU-side
@@ -45,10 +40,6 @@ vec3 scaleSoftClipFragLinear(vec3 light)
vec3 scaleSoftClipFrag(vec3 light)
{
- if (no_atmo == 1)
- {
- return light;
- }
//soft clip effect:
light = 1. - clamp(light, vec3(0.), vec3(1.));
light = 1. - pow(light, vec3(gamma)); // s/b inverted already CPU-side
diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
index ecf0430a88..c509d865ba 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
@@ -30,8 +30,6 @@
vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
-uniform int no_atmo;
-
vec3 srgb_to_linear(vec3 col);
vec3 linear_to_srgb(vec3 col);