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authorRunitaiLinden <davep@lindenlab.com>2023-05-17 18:09:36 -0500
committerRunitaiLinden <davep@lindenlab.com>2023-05-17 18:09:36 -0500
commitc827d32ebedeaa46ed75a91ae779f6547fc0d090 (patch)
tree0196248e4d7a2e42b36ab1189408ac3ea99c43e9 /indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
parenta2e418f250c49de9aba943a62f92189fcef6220a (diff)
SL-19655 Decruft legacy GLSL shaders and now unused build queues.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl18
1 files changed, 6 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index 7724a6cac9..42ba96148c 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -23,15 +23,9 @@
* $/LicenseInfo$
*/
-#extension GL_ARB_texture_rectangle : enable
-
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
@@ -48,8 +42,8 @@ uniform vec3 color;
uniform float falloff;
uniform float size;
-VARYING vec4 vary_fragcoord;
-VARYING vec3 trans_center;
+in vec4 vary_fragcoord;
+in vec3 trans_center;
uniform vec2 screen_res;
@@ -83,8 +77,8 @@ void main()
vec3 n;
vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
- vec3 diffuse = texture2D(diffuseRect, tc).rgb;
- vec4 spec = texture2D(specularRect, tc);
+ vec3 diffuse = texture(diffuseRect, tc).rgb;
+ vec4 spec = texture(specularRect, tc);
// Common half vectors calcs
vec3 lv = trans_center.xyz-pos;
@@ -101,7 +95,7 @@ void main()
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;
+ vec3 colorEmissive = texture(emissiveRect, tc).rgb;
vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
@@ -141,7 +135,7 @@ void main()
if (nh > 0.0)
{
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);
+ float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);
final_color += lit*scol*color.rgb*spec.rgb;
}
}