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authorDave Parks <davep@lindenlab.com>2024-06-14 17:06:07 -0500
committerGitHub <noreply@github.com>2024-06-14 17:06:07 -0500
commit375555012f92c1b836f2d122754f9facd050be62 (patch)
tree4dd500b7935a07ac5436fc29c6eb09850ef8615f /indra/newview/app_settings/shaders/class3
parent29130e16bcb8e2062b7168dfbabd826e3d862766 (diff)
1736 audit texture image unit usage on os x (#1739)
* #1736 Remove some unused samplers from glsl files and refactor shader manager to assume 16 texture image units and 4 indexed texture units all the time.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl1
7 files changed, 0 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
index 87977eb28c..7b82aa1a0d 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
@@ -25,8 +25,6 @@
out vec4 frag_color;
-uniform sampler2D normalMap;
-
// Inputs
uniform vec3 sun_dir;
uniform vec3 moon_dir;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
index ac3fec23f6..4ed778371f 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
@@ -27,7 +27,6 @@
out vec4 frag_color;
-uniform sampler2D depthMap;
uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index e419525bd5..6c13757149 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -29,10 +29,8 @@ out vec4 frag_color;
uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
-uniform sampler2D normalMap;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform sampler2D lightFunc;
-uniform sampler2D depthMap;
uniform vec3 env_mat[3];
uniform float sun_wash;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 529d1cba6b..ca88fe7482 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -29,7 +29,6 @@ out vec4 frag_color;
uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
-uniform sampler2D normalMap;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
const float M_PI = 3.14159265;
@@ -38,7 +37,6 @@ const float M_PI = 3.14159265;
uniform sampler2D lightMap;
#endif
-uniform sampler2D depthMap;
uniform sampler2D lightFunc;
uniform float blur_size;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index 092b0c3c08..bc4d36d10d 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -29,12 +29,9 @@ out vec4 frag_color;
uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
-uniform sampler2D depthMap;
-uniform sampler2D normalMap;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform samplerCube environmentMap;
uniform sampler2D lightMap;
-uniform sampler2D projectionMap; // rgba
uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
index a5a37d80dd..2bf785e773 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
@@ -28,8 +28,6 @@ out vec4 frag_color;
// Inputs
in vec4 vary_fragcoord;
-uniform sampler2D normalMap;
-
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
float getDepth(vec2 pos_screen);
diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
index 728d70ebb2..1c02dc764d 100644
--- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
@@ -25,7 +25,6 @@
out vec4 frag_color;
-uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
#ifdef TRANSPARENT_WATER