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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl155
1 files changed, 0 insertions, 155 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl
deleted file mode 100644
index 863bac19cf..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl
+++ /dev/null
@@ -1,155 +0,0 @@
-/**
- * @file multiPointLightF.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
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS depthMap;
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS specularRect;
-uniform sampler2DMS normalMap;
-uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-
-
-uniform vec3 env_mat[3];
-uniform float sun_wash;
-
-uniform int light_count;
-
-#define MAX_LIGHT_COUNT 16
-uniform vec4 light[MAX_LIGHT_COUNT];
-uniform vec4 light_col[MAX_LIGHT_COUNT];
-
-varying vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
-uniform float far_z;
-
-uniform mat4 inv_proj;
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen, sample).r;
- vec2 sc = vec2(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*0.5+0.5)*screen_res;
- ivec2 itc = ivec2(frag);
-
- int wght = 0;
- vec3 fcol = vec3(0,0,0);
-
- for (int s = 0; s < samples; ++s)
- {
- vec3 pos = getPosition(itc, s).xyz;
- if (pos.z >= far_z)
- {
- vec3 norm = texelFetch(normalMap, itc, s).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- norm = normalize(norm);
- vec4 spec = texelFetch(specularRect, itc, s);
- vec3 diff = texelFetch(diffuseRect, itc, s).rgb;
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
- vec3 out_col = vec3(0,0,0);
- vec3 npos = normalize(-pos);
-
- // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
- for (int i = 0; i < MAX_LIGHT_COUNT; ++i)
- {
- bool light_contrib = (i < light_count);
-
- vec3 lv = light[i].xyz-pos;
- float dist2 = dot(lv,lv);
- dist2 /= light[i].w;
- if (dist2 > 1.0)
- {
- light_contrib = false;
- }
-
- float da = dot(norm, lv);
- if (da < 0.0)
- {
- light_contrib = false;
- }
-
- if (light_contrib)
- {
- lv = normalize(lv);
- da = dot(norm, lv);
-
- float fa = light_col[i].a+1.0;
- float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= noise;
-
- float lit = da * dist_atten;
-
- vec3 col = light_col[i].rgb*lit*diff;
- //vec3 col = vec3(dist2, light_col[i].a, lit);
-
- if (spec.a > 0.0)
- {
- //vec3 ref = dot(pos+lv, norm);
-
- float sa = dot(normalize(lv+npos),norm);
-
- if (sa > 0.0)
- {
- sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
- sa *= noise;
- col += da*sa*light_col[i].rgb*spec.rgb;
- }
- }
-
- out_col += col;
- }
- }
-
- fcol += out_col;
- ++wght;
- }
- }
-
- if (wght <= 0)
- {
- discard;
- }
-
- gl_FragColor.rgb = fcol/samples;
- gl_FragColor.a = 0.0;
-
-
-}