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| author | mobserveur <mobserveur@gmail.com> | 2025-10-02 14:31:04 +0200 |
|---|---|---|
| committer | mobserveur <mobserveur@gmail.com> | 2025-10-02 14:31:04 +0200 |
| commit | 72010d908770d6afe6295e3a112f38d39752b968 (patch) | |
| tree | 2cfcf6cd4fa4d53d026b90377e9bcf0c9799d4bc /indra/newview | |
| parent | c4524c0305107092f80195b9691d7124fa85e69a (diff) | |
Cleaning deprecated gamma functions in shaders
This commit cleans the deprecated gamma functions in the shaders
Diffstat (limited to 'indra/newview')
6 files changed, 7 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl index c7cb076099..5d619c1b82 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl @@ -28,7 +28,7 @@ out vec4 frag_color; uniform float minimum_alpha; vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); +//vec3 scaleSoftClip(vec3 light); in vec4 vertex_color; in vec2 vary_texcoord0; @@ -45,7 +45,7 @@ void default_lighting() color *= vertex_color; color.rgb = atmosLighting(color.rgb); - color.rgb = scaleSoftClip(color.rgb); + //color.rgb = scaleSoftClip(color.rgb); frag_color = max(color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl index 77324edcff..7f36e928f7 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl @@ -30,7 +30,7 @@ uniform float minimum_alpha; uniform sampler2D diffuseMap; vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); +//vec3 scaleSoftClip(vec3 light); in vec4 vertex_color; in vec2 vary_texcoord0; @@ -48,7 +48,7 @@ void default_lighting() color.rgb = atmosLighting(color.rgb); - color.rgb = scaleSoftClip(color.rgb); + //color.rgb = scaleSoftClip(color.rgb); frag_color = max(color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl index e8523935ed..032743ef21 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl @@ -29,7 +29,7 @@ in vec4 vertex_color; in vec2 vary_texcoord0; vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); +//vec3 scaleSoftClip(vec3 light); void default_lighting() { @@ -37,7 +37,7 @@ void default_lighting() color.rgb = atmosLighting(color.rgb); - color.rgb = scaleSoftClip(color.rgb); + //color.rgb = scaleSoftClip(color.rgb); frag_color = max(color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index f8803f1a29..9b6b2e5b33 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -39,7 +39,6 @@ uniform int sun_up_factor; uniform int classic_mode; vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color); -vec3 scaleSoftClipFragLinear(vec3 l); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index b9de4edc67..deafa35298 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -33,7 +33,6 @@ out vec4 frag_color; float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif -vec3 scaleSoftClipFragLinear(vec3 l); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); @@ -119,7 +118,6 @@ vec3 srgb_to_linear(vec3 col); vec3 linear_to_srgb(vec3 col); vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); vec3 toneMapNoExposure(vec3 color); vec3 vN, vT, vB; diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index f32d0aebda..23387d8613 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -890,7 +890,7 @@ std::string LLViewerShaderMgr::loadBasicShaders() std::vector<S32> index_channels; index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsHelpersF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); - index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mShaderLevel[SHADER_WINDLIGHT]) ); + //index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mShaderLevel[SHADER_WINDLIGHT]) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mShaderLevel[SHADER_WATER] ) ); |
