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authorCosmic Linden <cosmic@lindenlab.com>2023-02-24 09:27:19 -0800
committerCosmic Linden <cosmic@lindenlab.com>2023-02-24 09:27:19 -0800
commita7ecfc9b1907d6ecd5fe50aeb1c41e38540b2665 (patch)
tree21040a7d709dbdb9c5df1867edddebf7478d33b2 /indra/newview/app_settings
parent6494eed242b1cf64160e379c6d40df333deae23a (diff)
SL-19228: Remove DEBUG_TEXCOORD
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/settings.xml12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl14
5 files changed, 0 insertions, 64 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index ed6269df65..304932dd1a 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -9727,18 +9727,6 @@
<integer>1</integer>
</map>
- <key>RenderDebugTexcoord</key>
- <map>
- <key>Comment</key>
- <string>Enables a colored debug overlay on meshes to show UV coordinates. Not all meshes support this setting.</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
-
<key>RenderDeferredBlurLight</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
index ee44ad874c..ddb53ff852 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -64,9 +64,6 @@ out vec2 basecolor_texcoord;
out vec2 normal_texcoord;
out vec2 metallic_roughness_texcoord;
out vec2 emissive_texcoord;
-#if DEBUG_TEXCOORD
-out vec2 original_texcoord;
-#endif
out vec4 vertex_color;
@@ -99,9 +96,6 @@ void main()
normal_texcoord = texture_transform(texcoord0, texture_normal_matrix, texture_matrix0);
metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_matrix, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0);
-#if DEBUG_TEXCOORD
- original_texcoord = texcoord0;
-#endif
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
@@ -143,9 +137,6 @@ in vec2 texcoord0;
out vec2 basecolor_texcoord;
out vec2 emissive_texcoord;
-#if DEBUG_TEXCOORD
-out vec2 original_texcoord;
-#endif
out vec4 vertex_color;
@@ -161,9 +152,6 @@ void main()
basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0);
-#if DEBUG_TEXCOORD
- original_texcoord = texcoord0;
-#endif
vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
index fd2aa6eb54..c4c5a7872b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -51,9 +51,6 @@ in vec2 basecolor_texcoord;
in vec2 normal_texcoord;
in vec2 metallic_roughness_texcoord;
in vec2 emissive_texcoord;
-#if DEBUG_TEXCOORD
-in vec2 original_texcoord;
-#endif
uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
@@ -72,10 +69,6 @@ void main()
}
vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb);
-#if DEBUG_TEXCOORD
- vec3 texcoord_color = vec3(mod(original_texcoord, 1.0), 0);
- col = texcoord_color;
-#endif
// from mikktspace.com
vec3 vNt = texture2D(bumpMap, normal_texcoord.xy).xyz*2.0-1.0;
@@ -130,9 +123,6 @@ in vec4 vertex_color;
in vec2 basecolor_texcoord;
in vec2 emissive_texcoord;
-#if DEBUG_TEXCOORD
-in vec2 original_texcoord;
-#endif
uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
@@ -148,10 +138,6 @@ void main()
}
vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb);
-#if DEBUG_TEXCOORD
- vec3 texcoord_color = vec3(mod(original_texcoord, 1.0), 0);
- col = texcoord_color;
-#endif
vec3 emissive = emissiveColor;
emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
index aeb6b85e12..f0e3d4f034 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
@@ -53,9 +53,6 @@ out vec2 basecolor_texcoord;
out vec2 normal_texcoord;
out vec2 metallic_roughness_texcoord;
out vec2 emissive_texcoord;
-#if DEBUG_TEXCOORD
-out vec2 original_texcoord;
-#endif
out vec4 vertex_color;
@@ -85,9 +82,6 @@ void main()
normal_texcoord = texture_transform(texcoord0, texture_normal_matrix, texture_matrix0);
metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_matrix, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0);
-#if DEBUG_TEXCOORD
- original_texcoord = texcoord0;
-#endif
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
@@ -123,9 +117,6 @@ in vec2 texcoord0;
out vec2 basecolor_texcoord;
out vec2 emissive_texcoord;
-#if DEBUG_TEXCOORD
-out vec2 original_texcoord;
-#endif
out vec4 vertex_color;
@@ -138,9 +129,6 @@ void main()
basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0);
-#if DEBUG_TEXCOORD
- original_texcoord = texcoord0;
-#endif
vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index 47d6c5e195..35ccc65a8e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -57,9 +57,6 @@ in vec2 basecolor_texcoord;
in vec2 normal_texcoord;
in vec2 metallic_roughness_texcoord;
in vec2 emissive_texcoord;
-#if DEBUG_TEXCOORD
-in vec2 original_texcoord;
-#endif
in vec4 vertex_color;
@@ -176,10 +173,6 @@ void main()
#endif
vec3 col = vertex_color.rgb * basecolor.rgb;
-#if DEBUG_TEXCOORD
- vec3 texcoord_color = vec3(mod(original_texcoord, 1.0), 0);
- col = texcoord_color;
-#endif
vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0;
float sign = vary_sign;
@@ -272,9 +265,6 @@ in vec3 vary_position;
in vec2 basecolor_texcoord;
in vec2 emissive_texcoord;
-#if DEBUG_TEXCOORD
-in vec2 original_texcoord;
-#endif
in vec4 vertex_color;
@@ -302,10 +292,6 @@ void main()
#endif
color = vertex_color.rgb * basecolor.rgb;
-#if DEBUG_TEXCOORD
- vec3 texcoord_color = vec3(mod(original_texcoord, 1.0), 0);
- color = texcoord_color;
-#endif
// emissiveColor is the emissive color factor from GLTF and is already in linear space
vec3 colorEmissive = emissiveColor;