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-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl36
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl99
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl39
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl72
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl48
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl74
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl127
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl61
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/moonF.glsl66
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/moonV.glsl44
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl58
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl51
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/transportF.glsl56
17 files changed, 310 insertions, 646 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
index 4e0618e276..41a848a14f 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
@@ -1,9 +1,9 @@
/**
- * @file class1\windlight\atmosphericsF.glsl
+ * @file class2\wl\atmosphericsF.glsl
*
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2005, Linden Research, Inc.
+ * 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
@@ -22,27 +22,31 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-vec3 atmosFragAmbient(vec3 light, vec3 sunlit)
-{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
-}
+
+vec3 getAdditiveColor();
+vec3 getAtmosAttenuation();
+vec3 scaleSoftClipFrag(vec3 light);
+
+vec3 srgb_to_linear(vec3 col);
+vec3 linear_to_srgb(vec3 col);
+
+uniform float sky_hdr_scale;
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
-{
- /* stub function for fallback compatibility on class1 hardware */
+{
+ light *= atten.r;
+ additive = srgb_to_linear(additive*2.0);
+ additive *= sky_hdr_scale;
+ light += additive;
return light;
}
-vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit)
+vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten)
{
- return light * sunlit;
+ return atmosFragLighting(light, additive, atten);
}
vec3 atmosLighting(vec3 light)
{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
+ return atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation());
}
-
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index ea2690ba09..437fa0a6d5 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -1,9 +1,9 @@
/**
- * @file class1\windlight\atmosphericsFuncs.glsl
+ * @file class2\windlight\atmosphericsFuncs.glsl
*
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2019, Linden Research, Inc.
+ * Copyright (C) 2022, 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
@@ -22,29 +22,33 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
+
+uniform vec3 lightnorm;
+uniform vec3 sunlight_color;
+uniform vec3 moonlight_color;
uniform int sun_up_factor;
-uniform vec4 ambient_color;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
+uniform vec3 ambient_color;
+uniform vec3 blue_horizon;
+uniform vec3 blue_density;
uniform float haze_horizon;
uniform float haze_density;
uniform float cloud_shadow;
uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
-uniform vec4 glow;
+uniform vec3 glow;
uniform float scene_light_strength;
-uniform mat3 ssao_effect_mat;
-uniform int no_atmo;
uniform float sun_moon_glow_factor;
+uniform float sky_hdr_scale;
float getAmbientClamp() { return 1.0f; }
+vec3 srgb_to_linear(vec3 col);
+vec3 legacy_adjust(vec3 col);
+
+// return colors in sRGB space
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
- out vec3 atten, bool use_ao)
+ out vec3 atten)
{
vec3 rel_pos = inPositionEye;
@@ -53,17 +57,18 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
- vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
-
+
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color;
+
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
+ vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
// I had thought blue_density and haze_density should have equal weighting,
// but attenuation due to haze_density tends to seem too strong
- vec4 combined_haze = blue_density + vec4(haze_density);
- vec4 blue_weight = blue_density / combined_haze;
- vec4 haze_weight = vec4(haze_density) / combined_haze;
+ vec3 combined_haze = blue_density + vec3(haze_density);
+ vec3 blue_weight = blue_density / combined_haze;
+ vec3 haze_weight = vec3(haze_density) / combined_haze;
//(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain)
float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y);
@@ -101,24 +106,10 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
haze_glow *= sun_moon_glow_factor;
- vec4 amb_color = ambient_color;
+ vec3 amb_color = ambient_color;
// increase ambient when there are more clouds
- vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5;
-
- /* decrease value and saturation (that in HSV, not HSL) for occluded areas
- * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
- * // The following line of code performs the equivalent of:
- * float ambAlpha = tmpAmbient.a;
- * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
- * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
- * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat,
- * ambAlpha);
- */
- if (use_ao)
- {
- tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
- }
+ vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5;
// Similar/Shared Algorithms:
// indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings()
@@ -128,7 +119,41 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb);
// brightness of surface both sunlight and ambient
- sunlit = sunlight.rgb * 0.5;
- amblit = tmpAmbient.rgb * .25;
+
+ sunlit = sunlight.rgb;
+ amblit = tmpAmbient;
+
additive *= vec3(1.0 - combined_haze);
}
+
+vec3 srgb_to_linear(vec3 col);
+
+// provide a touch of lighting in the opposite direction of the sun light
+ // so areas in shadow don't lose all detail
+float ambientLighting(vec3 norm, vec3 light_dir)
+{
+ float ambient = min(abs(dot(norm.xyz, light_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0 - ambient);
+ return ambient;
+}
+
+
+// return lit amblit in linear space, leave sunlit and additive in sRGB space
+void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive,
+ out vec3 atten)
+{
+ calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten);
+
+ // multiply to get similar colors as when the "scaleSoftClip" implementation was doubling color values
+ // (allows for mixing of light sources other than sunlight e.g. reflection probes)
+ sunlit *= 1.5;
+ amblit *= 0.5;
+
+ // override amblit with ambient_color if sky probe ambiance is not zero
+ amblit = mix(amblit, ambient_color, clamp(sky_hdr_scale-1.0, 0.0, 1.0));
+
+ amblit = srgb_to_linear(amblit);
+ amblit *= ambientLighting(norm, light_dir);
+}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl
index 206a51db27..800d08047a 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl
@@ -1,5 +1,5 @@
-/**
- * @file class1\windlight\atmosphericsHelpersF.glsl
+/**
+ * @file class2\wl\atmosphericsHelpersV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,30 +22,23 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-uniform vec4 sunlight_color;
-uniform vec4 light_ambient;
-uniform int no_atmo;
-vec3 atmosAmbient()
-{
- if (no_atmo == 1) return vec3(0.16);
- return light_ambient.rgb;
-}
+// Output variables
+
+uniform float scene_light_strength;
-vec3 atmosAffectDirectionalLight(float lightIntensity)
+vec3 atmosFragAmbient(vec3 light, vec3 amblit)
{
- return sunlight_color.rgb * lightIntensity;
+ return amblit + light / 2.0;
}
-vec3 atmosGetDiffuseSunlightColor()
+vec3 atmosFragAffectDirectionalLight(float lightIntensity, vec3 sunlit)
{
- return sunlight_color.rgb;
+ return sunlit * lightIntensity;
}
-vec3 scaleDownLight(vec3 light)
+vec3 scaleDownLightFrag(vec3 light)
{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
+ return (light / scene_light_strength );
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
index c266f9732f..6ecbfaecb1 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
@@ -1,5 +1,5 @@
-/**
- * @file class1\windlight\atmosphericsHelpersV.glsl
+/**
+ * @file class2\wl\atmosphericsHelpersV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,35 +23,35 @@
* $/LicenseInfo$
*/
-uniform vec4 sunlight_color;
-uniform vec4 light_ambient;
-uniform int no_atmo;
+
+
+// Output variables
+vec3 getSunlitColor();
+vec3 getAmblitColor();
+vec3 getAdditiveColor();
+vec3 getAtmosAttenuation();
+vec3 getPositionEye();
+
+uniform float scene_light_strength;
vec3 atmosAmbient()
{
- if (no_atmo == 1) return vec3(0.66);
- return light_ambient.rgb;
+ return getAmblitColor();
}
vec3 atmosAffectDirectionalLight(float lightIntensity)
{
- return sunlight_color.rgb * lightIntensity;
+ return getSunlitColor() * lightIntensity;
}
vec3 atmosGetDiffuseSunlightColor()
{
- return sunlight_color.rgb;
+ return getSunlitColor();
}
vec3 scaleDownLight(vec3 light)
{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
+ return (light / scene_light_strength );
}
-vec3 scaleUpLight(vec3 light)
-{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
-}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
index 20457ad125..cc3617ba61 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
@@ -1,5 +1,5 @@
-/**
- * @file class1\windlight\atmosphericsV.glsl
+/**
+ * @file class2\wl\atmosphericsV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,14 +22,35 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+// out param funcs
+
+uniform vec3 sun_dir;
+uniform vec3 moon_dir;
+uniform int sun_up_factor;
+
+void setSunlitColor(vec3 v);
+void setAmblitColor(vec3 v);
+void setAdditiveColor(vec3 v);
+void setAtmosAttenuation(vec3 v);
void setPositionEye(vec3 v);
-void calcAtmospherics(vec3 inPositionEye)
-{
- /* stub function for fallback compatibility on class1 hardware */
- setPositionEye(inPositionEye);
-}
+vec3 getAdditiveColor();
+void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
+
+void calcAtmospherics(vec3 inPositionEye) {
+ vec3 P = inPositionEye;
+ setPositionEye(P);
+ vec3 tmpsunlit = vec3(1);
+ vec3 tmpamblit = vec3(1);
+ vec3 tmpaddlit = vec3(1);
+ vec3 tmpattenlit = vec3(1);
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+ calcAtmosphericVars(inPositionEye, light_dir, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit);
+ setSunlitColor(tmpsunlit);
+ setAmblitColor(tmpamblit);
+ setAdditiveColor(tmpaddlit);
+ setAtmosAttenuation(tmpattenlit);
+}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
index 3b4d358cfa..34669a6796 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
@@ -1,37 +1,48 @@
-/**
- * @file class1\windlight\atmosphericVarsF.glsl
+/**
+ * @file class2\wl\atmosphericVarsF.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
* $/LicenseInfo$
*/
+
-VARYING vec3 vary_AdditiveColor;
-VARYING vec3 vary_AtmosAttenuation;
-
-vec3 getAmblitColor() { return vec3(0, 0, 0); }
+in vec3 vary_AdditiveColor;
+in vec3 vary_AtmosAttenuation;
-vec3 getAdditiveColor() { return vary_AdditiveColor; }
+vec3 getSunlitColor()
+{
+ return vec3(0,0,0);
+}
-vec3 getAtmosAttenuation() { return vec3(vary_AtmosAttenuation); }
+vec3 getAmblitColor()
+{
+ return vec3(0,0,0);
+}
-vec3 getSunlitColor() { return vec3(0, 0, 0); }
+vec3 getAdditiveColor()
+{
+ return vary_AdditiveColor;
+}
-vec3 getPositionEye() { return vec3(0, 0, 0); }
+vec3 getAtmosAttenuation()
+{
+ return vec3(vary_AtmosAttenuation);
+}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
index 1fea2c3628..1b854d80b3 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
@@ -1,30 +1,31 @@
-/**
- * @file class1\windlight\atmosphericVarsV.glsl
+/**
+ * @file class2\wl\atmosphericVars.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
* $/LicenseInfo$
*/
+
-VARYING vec3 vary_AdditiveColor;
-VARYING vec3 vary_AtmosAttenuation;
+out vec3 vary_AdditiveColor;
+out vec3 vary_AtmosAttenuation;
vec3 additive_color;
vec3 atmos_attenuation;
@@ -32,25 +33,52 @@ vec3 sunlit_color;
vec3 amblit_color;
vec3 position_eye;
-vec3 getSunlitColor() { return sunlit_color; }
-void setSunlitColor(vec3 v) { sunlit_color = v; }
+vec3 getSunlitColor()
+{
+ return sunlit_color;
+}
+vec3 getAmblitColor()
+{
+ return amblit_color;
+}
-vec3 getAdditiveColor() { return additive_color; }
-void setAdditiveColor(vec3 v)
+vec3 getAdditiveColor()
+{
+ return additive_color;
+}
+vec3 getAtmosAttenuation()
{
- additive_color = v;
- vary_AdditiveColor = v;
+ return atmos_attenuation;
}
-vec3 getAmblitColor() { return amblit_color; }
-void setAmblitColor(vec3 v) { amblit_color = v; }
+vec3 getPositionEye()
+{
+ return position_eye;
+}
-vec3 getAtmosAttenuation() { return atmos_attenuation; }
-void setAtmosAttenuation(vec3 v)
+void setPositionEye(vec3 v)
{
- atmos_attenuation = v;
- vary_AtmosAttenuation = v;
+ position_eye = v;
}
-vec3 getPositionEye() { return position_eye; }
-void setPositionEye(vec3 v) { position_eye = v; }
+void setSunlitColor(vec3 v)
+{
+ sunlit_color = v;
+}
+
+void setAmblitColor(vec3 v)
+{
+ amblit_color = v;
+}
+
+void setAdditiveColor(vec3 v)
+{
+ additive_color = v;
+ vary_AdditiveColor = v;
+}
+
+void setAtmosAttenuation(vec3 v)
+{
+ atmos_attenuation = v;
+ vary_AtmosAttenuation = v;
+}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl
index f83434b7ec..7a6741fe0e 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl
@@ -1,38 +1,50 @@
-/**
- * @file class1\windlight\atmosphericVarsWaterF.glsl
+/**
+ * @file class2\wl\atmosphericVarsWaterF.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
* $/LicenseInfo$
*/
+
+in vec3 vary_PositionEye;
+in vec3 vary_AdditiveColor;
+in vec3 vary_AtmosAttenuation;
-VARYING vec3 vary_PositionEye;
-VARYING vec3 vary_AdditiveColor;
-VARYING vec3 vary_AtmosAttenuation;
-
-vec3 getSunlitColor() { return vec3(0, 0, 0); }
-
-vec3 getAmblitColor() { return vec3(0, 0, 0); }
-
-vec3 getAdditiveColor() { return vary_AdditiveColor; }
-
-vec3 getAtmosAttenuation() { return vary_AtmosAttenuation; }
+vec3 getSunlitColor()
+{
+ return vec3(0,0,0);
+}
+vec3 getAmblitColor()
+{
+ return vec3(0,0,0);
+}
+vec3 getAdditiveColor()
+{
+ return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+ return vary_AtmosAttenuation;
+}
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
-vec3 getPositionEye() { return vary_PositionEye; }
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
index 65d1176777..23c3aed4d8 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
@@ -1,51 +1,81 @@
-/**
- * @file class1\windlight\atmosphericVarsWaterV.glsl
+/**
+ * @file class2\wl\atmosphericVarsWaterV.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
* $/LicenseInfo$
*/
-
-VARYING vec3 vary_PositionEye;
-VARYING vec3 vary_AdditiveColor;
-VARYING vec3 vary_AtmosAttenuation;
+
+out vec3 vary_PositionEye;
+out vec3 vary_AdditiveColor;
+out vec3 vary_AtmosAttenuation;
vec3 atmos_attenuation;
vec3 sunlit_color;
vec3 amblit_color;
-vec3 getSunlitColor() { return sunlit_color; }
-void setSunlitColor(vec3 v) { sunlit_color = v; }
+vec3 getSunlitColor()
+{
+ return sunlit_color;
+}
+vec3 getAmblitColor()
+{
+ return amblit_color;
+}
+
+vec3 getAdditiveColor()
+{
+ return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+ return atmos_attenuation;
+}
+
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
+
+void setPositionEye(vec3 v)
+{
+ vary_PositionEye = v;
+}
+
+void setSunlitColor(vec3 v)
+{
+ sunlit_color = v;
+}
-vec3 getAmblitColor() { return amblit_color; }
-void setAmblitColor(vec3 v) { amblit_color = v; }
+void setAmblitColor(vec3 v)
+{
+ amblit_color = v;
+}
-vec3 getAdditiveColor() { return vary_AdditiveColor; }
-void setAdditiveColor(vec3 v) { vary_AdditiveColor = v; }
+void setAdditiveColor(vec3 v)
+{
+ vary_AdditiveColor = v;
+}
-vec3 getAtmosAttenuation() { return atmos_attenuation; }
void setAtmosAttenuation(vec3 v)
{
- atmos_attenuation = v;
- vary_AtmosAttenuation = v;
+ atmos_attenuation = v;
+ vary_AtmosAttenuation = v;
}
-
-vec3 getPositionEye() { return vary_PositionEye; }
-void setPositionEye(vec3 v) { vary_PositionEye = v; }
diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl
deleted file mode 100644
index 82fad4db5a..0000000000
--- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl
+++ /dev/null
@@ -1,127 +0,0 @@
-/**
- * @file class1/windlight/cloudShadowF.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, 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
- * $/LicenseInfo$
- */
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2D diffuseMap;
-
-VARYING vec4 pos;
-VARYING float target_pos_x;
-VARYING float vary_CloudDensity;
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
-
-uniform sampler2D cloud_noise_texture;
-uniform sampler2D cloud_noise_texture_next;
-uniform float blend_factor;
-uniform vec4 cloud_pos_density1;
-uniform vec4 cloud_pos_density2;
-uniform vec4 sunlight_color;
-uniform vec4 cloud_color;
-uniform float cloud_shadow;
-uniform float cloud_scale;
-uniform float cloud_variance;
-uniform vec3 camPosLocal;
-uniform vec3 sun_dir;
-uniform float sun_size;
-uniform float far_z;
-
-#if !defined(DEPTH_CLAMP)
-VARYING vec4 post_pos;
-#endif
-
-vec4 cloudNoise(vec2 uv)
-{
- vec4 a = texture2D(cloud_noise_texture, uv);
- vec4 b = texture2D(cloud_noise_texture_next, uv);
- vec4 cloud_noise_sample = mix(a, b, blend_factor);
- return normalize(cloud_noise_sample);
-}
-
-void main()
-{
- if (cloud_scale >= 0.0001)
- {
- // Set variables
- vec2 uv1 = vary_texcoord0.xy;
- vec2 uv2 = vary_texcoord1.xy;
- vec2 uv3 = vary_texcoord2.xy;
- float cloudDensity = 2.0 * (cloud_shadow - 0.25);
-
- vec2 uv4 = vary_texcoord3.xy;
-
- vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
- vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
-
- // Offset texture coords
- uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density
- uv2 += cloud_pos_density1.xy; //large texture, self shadow
- uv3 += cloud_pos_density2.xy; //small texture, visible density
- uv4 += cloud_pos_density2.xy; //small texture, self shadow
-
- float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0);
-
- cloudDensity *= 1.0 - (density_variance * density_variance);
-
- // Compute alpha1, the main cloud opacity
- float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z;
- alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.);
-
- // And smooth
- alpha1 = 1. - alpha1 * alpha1;
- alpha1 = 1. - alpha1 * alpha1;
-
- if (alpha1 < 0.001f)
- {
- discard;
- }
-
- // Compute alpha2, for self shadowing effect
- // (1 - alpha2) will later be used as percentage of incoming sunlight
- float alpha2 = (cloudNoise(uv2).x - 0.5);
- alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
-
- // And smooth
- alpha2 = 1. - alpha2;
- alpha2 = 1. - alpha2 * alpha2;
-
- frag_color = vec4(alpha1, alpha1, alpha1, 1);
- }
- else
- {
- frag_color = vec4(1);
- }
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
-
-}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl
deleted file mode 100644
index 09b6004481..0000000000
--- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl
+++ /dev/null
@@ -1,61 +0,0 @@
-/**
- * @file class1\windlight\cloudShadowV.glsl
- *
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, 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 texture_matrix0;
-uniform mat4 modelview_projection_matrix;
-uniform float shadow_target_width;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
-
-#if !defined(DEPTH_CLAMP)
-VARYING float pos_zd2;
-#endif
-
-VARYING vec4 pos;
-VARYING float target_pos_x;
-VARYING vec2 vary_texcoord0;
-
-void passTextureIndex();
-
-void main()
-{
- //transform vertex
- vec4 pre_pos = vec4(position.xyz, 1.0);
- pos = modelview_projection_matrix * pre_pos;
- target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
-
-#if !defined(DEPTH_CLAMP)
- pos_zd2 = pos.z * 0.5;
- gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-#else
- gl_Position = pos;
-#endif
-
- passTextureIndex();
-
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
index fc51e81177..027bfb866f 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
@@ -1,5 +1,5 @@
/**
- * @file class1\windlight\gammaF.glsl
+ * @file class2\wl\gammaF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,31 +22,34 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-uniform int no_atmo;
+
+ // DEPRECATED
+
+//soft clip effect has been moved to postDeferredGammaCorrect legacyGamma, this file is effectively dead
+// but these functions need to be removed from all existing shaders before removing this file
vec3 scaleSoftClipFrag(vec3 light)
{
- // For compatibility with lower cards. Do nothing.
- return light;
+ return light;
+}
+
+vec3 scaleSoftClipFragLinear(vec3 light)
+{ // identical to non-linear version and that's probably close enough
+ return light;
}
-/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light)
{
- // For compatibility with lower cards. Do nothing
- return light;
+ return light;
}
-vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 additive, vec3 atten)
+vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 add, vec3 atten)
{
- // For compatibility with lower cards. Do nothing
- return light;
+ return light;
}
vec3 fullbrightScaleSoftClip(vec3 light)
{
- // For compatibility with lower cards. Do nothing
return light;
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
deleted file mode 100644
index 2425a2ad04..0000000000
--- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
+++ /dev/null
@@ -1,66 +0,0 @@
-/**
- * @file class1\wl\moonF.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, 2020 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
-
-uniform vec4 color;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
-uniform vec3 moon_dir;
-uniform float moon_brightness;
-uniform sampler2D diffuseMap;
-
-VARYING vec2 vary_texcoord0;
-
-vec3 scaleSoftClip(vec3 light);
-
-void main()
-{
- // Restore Pre-EEP alpha fade moon near horizon
- float fade = 1.0;
- if( moon_dir.z > 0 )
- fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 );
-
- vec4 c = texture2D(diffuseMap, vary_texcoord0.xy);
-// c.rgb = pow(c.rgb, vec3(0.7f)); // can't use "srgb_to_linear(color.rgb)" as that is a deferred only function
- c.rgb *= moonlight_color.rgb;
- c.rgb *= moon_brightness;
-
- c.rgb *= fade;
- c.a *= fade;
-
- c.rgb = scaleSoftClip(c.rgb);
-
- frag_color = vec4(c.rgb, c.a);
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
deleted file mode 100644
index 2fceb5f743..0000000000
--- a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
+++ /dev/null
@@ -1,44 +0,0 @@
-/**
- * @file class1\wl\moonV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, 2020 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 texture_matrix0;
-uniform mat4 modelview_matrix;
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
-
-VARYING vec2 vary_texcoord0;
-
-void main()
-{
- //transform vertex
- vec4 vert = vec4(position.xyz, 1.0);
- vec4 pos = (modelview_matrix * vert);
-
- gl_Position = modelview_projection_matrix*vert;
-
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl
deleted file mode 100644
index 5a41dc644a..0000000000
--- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl
+++ /dev/null
@@ -1,58 +0,0 @@
-/**
- * @file class1\wl\sunDiscF.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, 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
-
-vec3 fullbrightAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
-uniform sampler2D diffuseMap;
-uniform sampler2D altDiffuseMap;
-uniform float blend_factor; // interp factor between sun A/B
-VARYING vec2 vary_texcoord0;
-VARYING float sun_fade;
-
-void main()
-{
- vec4 sunA = texture2D(diffuseMap, vary_texcoord0.xy);
- vec4 sunB = texture2D(altDiffuseMap, vary_texcoord0.xy);
- vec4 c = mix(sunA, sunB, blend_factor);
-
-// SL-9806 stars poke through
-// c.a *= sun_fade;
-
- c.rgb = fullbrightAtmosTransport(c.rgb);
- c.rgb = fullbrightScaleSoftClip(c.rgb);
- frag_color = c;
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
deleted file mode 100644
index 6c0e795f6b..0000000000
--- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-/**
- * @file class1\wl\sunDiscV.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 texture_matrix0;
-uniform mat4 modelview_matrix;
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
-
-VARYING vec2 vary_texcoord0;
-VARYING float sun_fade;
-
-void calcAtmospherics(vec3 eye_pos);
-
-void main()
-{
- //transform vertex
- vec3 offset = vec3(0, 0, 50);
- vec4 vert = vec4(position.xyz - offset, 1.0);
- vec4 pos = modelview_projection_matrix*vert;
-
- sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f);
- gl_Position = pos;
-
- calcAtmospherics(pos.xyz);
-
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl
deleted file mode 100644
index a937d9fa99..0000000000
--- a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl
+++ /dev/null
@@ -1,56 +0,0 @@
-/**
- * @file class1/windlight/transportF.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, 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 int no_atmo;
-
-vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
-{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
-}
-
-vec3 atmosTransport(vec3 light)
-{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
-}
-
-vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
-{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
-}
-
-vec3 fullbrightAtmosTransport(vec3 light)
-{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
-}
-
-vec3 fullbrightShinyAtmosTransport(vec3 light)
-{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
-}