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-rw-r--r--indra/llrender/llglslshader.cpp1
-rw-r--r--indra/llrender/llglslshader.h1
-rw-r--r--indra/llrender/llshadermgr.cpp89
-rw-r--r--indra/llrender/llshadermgr.h1
4 files changed, 1 insertions, 91 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index faa45d59b9..1e3f539c81 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -87,7 +87,6 @@ LLShaderFeatures::LLShaderFeatures()
, calculatesAtmospherics(false)
, hasLighting(false)
, isAlphaLighting(false)
- , isShiny(false)
, isFullbright(false)
, isSpecular(false)
, hasWaterFog(false)
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 6c18282fec..f7bba35758 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -40,7 +40,6 @@ public:
bool calculatesAtmospherics;
bool hasLighting; // implies no transport (it's possible to have neither though)
bool isAlphaLighting; // indicates lighting shaders need not be linked in (lighting performed directly in alpha shader to match deferred lighting functions)
- bool isShiny;
bool isFullbright; // implies no lighting
bool isSpecular;
bool hasWaterFog; // implies no gamma
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 6e3d89eedc..e9daf7cb75 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -296,9 +296,6 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
return FALSE;
}
-
- // Test hasFullbright and hasShiny and attach fullbright and
- // fullbright shiny atmos transport if we split them out.
}
// NOTE order of shader object attaching is VERY IMPORTANT!!!
@@ -390,30 +387,11 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
}
-
// NOTE order of shader object attaching is VERY IMPORTANT!!!
else if (features->isFullbright)
{
- if (features->isShiny && features->hasWaterFog)
- {
- if (features->disableTextureIndex)
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightShinyWaterNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightShinyWaterF.glsl"))
- {
- return FALSE;
- }
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
- }
- }
- else if (features->hasWaterFog)
+ if (features->hasWaterFog)
{
if (features->disableTextureIndex)
{
@@ -445,26 +423,6 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
-
- else if (features->isShiny)
- {
- if (features->disableTextureIndex)
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightShinyNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachFragmentObject("lighting/lightFullbrightShinyF.glsl"))
- {
- return FALSE;
- }
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
- }
- }
-
else
{
if (features->disableTextureIndex)
@@ -505,50 +463,6 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
}
-
- // NOTE order of shader object attaching is VERY IMPORTANT!!!
- else if (features->isShiny)
- {
-
- if (features->hasWaterFog)
- {
- if (features->disableTextureIndex)
- {
- if (!shader->attachFragmentObject("lighting/lightShinyWaterNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachFragmentObject("lighting/lightShinyWaterF.glsl"))
- {
- return FALSE;
- }
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
- }
- }
-
- else
- {
- if (features->disableTextureIndex)
- {
- if (!shader->attachFragmentObject("lighting/lightShinyNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachFragmentObject("lighting/lightShinyF.glsl"))
- {
- return FALSE;
- }
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
- }
- }
- }
-
if (features->mIndexedTextureChannels <= 1)
{
if (!shader->attachVertexObject("objects/nonindexedTextureV.glsl"))
@@ -1422,7 +1336,6 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("single_mie_scattering_texture");
mReservedUniforms.push_back("irradiance_texture");
mReservedUniforms.push_back("blend_factor");
- mReservedUniforms.push_back("no_atmo");
mReservedUniforms.push_back("moisture_level");
mReservedUniforms.push_back("droplet_radius");
mReservedUniforms.push_back("ice_level");
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index a224b2a19b..3c8bef635a 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -255,7 +255,6 @@ public:
ILLUMINANCE_TEX, // "irradiance_texture"
BLEND_FACTOR, // "blend_factor"
- NO_ATMO, // "no_atmo"
MOISTURE_LEVEL, // "moisture_level"
DROPLET_RADIUS, // "droplet_radius"
ICE_LEVEL, // "ice_level"