diff options
author | Leslie Linden <leslie@lindenlab.com> | 2011-11-18 15:13:12 -0800 |
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committer | Leslie Linden <leslie@lindenlab.com> | 2011-11-18 15:13:12 -0800 |
commit | 17ca9f9ae7b80dd9797408487499e9d3168c6291 (patch) | |
tree | e52dc32046462621f1f2c2ce1310070dcd88b496 /indra/newview | |
parent | 5c690db63ff118b6bc66fe1607624a59f4162b30 (diff) |
Removed unused code from alpha fragment shaders to fix some mac rendering glitches with non-fullbright alpha objects.
Diffstat (limited to 'indra/newview')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 13 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 13 |
2 files changed, 0 insertions, 26 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 4cca287356..c012efa056 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -51,19 +51,6 @@ VARYING vec2 vary_texcoord0; uniform mat4 inv_proj; -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).a; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - void main() { vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 8d88e93698..1179b212ae 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -56,19 +56,6 @@ uniform float shadow_bias; uniform mat4 inv_proj; -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).a; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos.xyz /= pos.w; - pos.w = 1.0; - return pos; -} - float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) { stc.xyz /= stc.w; |