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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl74
1 files changed, 0 insertions, 74 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl
deleted file mode 100644
index 31b93dc36a..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl
+++ /dev/null
@@ -1,74 +0,0 @@
-/**
- * @file attachmentShadowV.glsl
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-uniform mat4 projection_matrix;
-uniform mat4 modelview_matrix;
-uniform mat4 texture_matrix0;
-uniform float shadow_target_width;
-
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-
-mat4 getObjectSkinnedTransform();
-void passTextureIndex();
-
-#if !DEPTH_CLAMP
-VARYING vec4 post_pos;
-#endif
-VARYING vec2 vary_texcoord0;
-VARYING float pos_w;
-VARYING float target_pos_x;
-VARYING vec4 vertex_color;
-
-void main()
-{
- //transform vertex
- mat4 mat = getObjectSkinnedTransform();
-
- mat = modelview_matrix * mat;
- vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
-
- vec4 p = projection_matrix * vec4(pos, 1.0);
-
- pos_w = p.w;
-
- target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
-
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- vertex_color = diffuse_color;
-
-#if !DEPTH_CLAMP
- p.z = max(p.z, -p.w+0.01);
- post_pos = p;
- gl_Position = p;
-#else
- gl_Position = p;
-#endif
-
- passTextureIndex();
-}
-