diff options
| author | Tofu Buzzard <no-email> | 2011-01-22 00:56:18 +0000 | 
|---|---|---|
| committer | Tofu Buzzard <no-email> | 2011-01-22 00:56:18 +0000 | 
| commit | ef0b1b1564c469b526d0a62d8e4412a26571fb4f (patch) | |
| tree | 9c6a366d82c9b07d8671dc0256e19bc42482cd1d /indra | |
| parent | 9ca57fdf9832ce6c114e1254d45f828b1312df25 (diff) | |
remove some unused depth samplings.
(transplanted from a38a7ea07c52aafbd4305f96d715201a35d86726)
Diffstat (limited to 'indra')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 3 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 3 | 
2 files changed, 0 insertions, 6 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index b08c5dd295..28a38d4390 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -10,7 +10,6 @@  #extension GL_ARB_texture_rectangle : enable  uniform sampler2D diffuseMap; -uniform sampler2D noiseMap;  uniform sampler2DRect depthMap;  uniform mat4 shadow_matrix[6]; @@ -45,8 +44,6 @@ void main()  	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;  	frag *= screen_res; -	vec3 samp_pos = getPosition(frag).xyz; -	  	vec4 pos = vec4(vary_position, 1.0);  	vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 32aab152a3..1dd29bfc70 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -14,7 +14,6 @@ uniform sampler2DRectShadow shadowMap0;  uniform sampler2DRectShadow shadowMap1;  uniform sampler2DRectShadow shadowMap2;  uniform sampler2DRectShadow shadowMap3; -uniform sampler2D noiseMap;  uniform sampler2DRect depthMap;  uniform mat4 shadow_matrix[6]; @@ -70,8 +69,6 @@ void main()  	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;  	frag *= screen_res; -	vec3 samp_pos = getPosition(frag).xyz; -	  	float shadow = 1.0;  	vec4 pos = vec4(vary_position, 1.0); | 
