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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl62
1 files changed, 0 insertions, 62 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
deleted file mode 100644
index 15f141cbe5..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ /dev/null
@@ -1,62 +0,0 @@
-/**
- * @file sunLightSSAOF.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
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-//class 1 -- no shadow, SSAO only
-
-uniform sampler2DRect normalMap;
-
-// Inputs
-VARYING vec2 vary_fragcoord;
-
-vec3 getNorm(vec2 pos_screen);
-vec4 getPosition(vec2 pos_screen);
-
-//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
-
-void main()
-{
- vec2 pos_screen = vary_fragcoord.xy;
-
- //try doing an unproject here
-
- vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
-
- frag_color[0] = 1.0;
- frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen);
- frag_color[2] = 1.0;
- frag_color[3] = 1.0;
-}