diff options
| author | Dave Parks <davep@lindenlab.com> | 2023-02-03 17:18:39 -0600 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2023-02-03 17:18:39 -0600 | 
| commit | 830cb6b66551025285120fb628f0b5ebf3841756 (patch) | |
| tree | 668e10bab4f075bca49f006017e7dfccfd8096ce /indra/newview/app_settings/shaders/class2/windlight | |
| parent | 4259ea79535e88ef6d8ec8415c53c28d0c2d89ac (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')
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); | 
