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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/environment
parenta2e418f250c49de9aba943a62f92189fcef6220a (diff)
SL-19655 Decruft legacy GLSL shaders and now unused build queues.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/environment')
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl22
2 files changed, 18 insertions, 18 deletions
diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
index 21c30012ab..e99ad5b474 100644
--- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
@@ -50,9 +50,9 @@ uniform float waterFogKS;
uniform vec2 screenRes;
//bigWave is (refCoord.w, view.w);
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
+in vec4 refCoord;
+in vec4 littleWave;
+in vec4 view;
in vec3 vary_position;
vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit);
@@ -62,9 +62,9 @@ void main()
vec4 color;
//get detail normals
- vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+ vec3 wave1 = texture(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2 = texture(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3 = texture(bumpMap, littleWave.zw).xyz*2.0-1.0;
vec3 wavef = normalize(wave1+wave2+wave3);
//figure out distortion vector (ripply)
@@ -72,7 +72,7 @@ void main()
distort = distort+wavef.xy*refScale;
#ifdef TRANSPARENT_WATER
- vec4 fb = texture2D(screenTex, distort);
+ vec4 fb = texture(screenTex, distort);
#else
vec4 fb = vec4(waterFogColorLinear, 0.0);
#endif
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index 3d4f4fc17b..8fee259933 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -99,9 +99,9 @@ uniform vec3 waterFogColorLinear;
//bigWave is (refCoord.w, view.w);
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
+in vec4 refCoord;
+in vec4 littleWave;
+in vec4 view;
in vec3 vary_position;
in vec3 vary_normal;
in vec3 vary_tangent;
@@ -144,12 +144,12 @@ void main()
//get wave normals
vec2 bigwave = vec2(refCoord.w, view.w);
vec3 wave1_a = texture(bumpMap, bigwave, -2 ).xyz*2.0-1.0;
- vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+ vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz*2.0-1.0;
vec3 wave1_b = texture(bumpMap2, bigwave ).xyz*2.0-1.0;
- vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
+ vec3 wave2_b = texture(bumpMap2, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_b = texture(bumpMap2, littleWave.zw).xyz*2.0-1.0;
//wave1_a = wave2_a = wave3_a = wave1_b = wave2_b = wave3_b = vec3(0,0,1);
@@ -210,16 +210,16 @@ void main()
vec3 sunlit_linear = srgb_to_linear(sunlit);
#ifdef TRANSPARENT_WATER
- vec4 fb = texture2D(screenTex, distort2);
- float depth = texture2D(screenDepth, distort2).r;
+ vec4 fb = texture(screenTex, distort2);
+ float depth = texture(screenDepth, distort2).r;
vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0));
if (refPos.z > pos.z-0.05)
{
//we sampled an above water sample, don't distort
distort2 = distort;
- fb = texture2D(screenTex, distort2);
- depth = texture2D(screenDepth, distort2).r;
+ fb = texture(screenTex, distort2);
+ depth = texture(screenDepth, distort2).r;
refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
}