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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl79
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diff --git a/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl
deleted file mode 100644
index e27bbce094..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl
+++ /dev/null
@@ -1,79 +0,0 @@
-/**
- * @file class1/deferred/deferredUtil.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 sampler2DRect normalMap;
-uniform sampler2DRect depthMap;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-vec2 getScreenCoordinate(vec2 screenpos)
-{
- vec2 sc = screenpos.xy * 2.0;
- if (screen_res.x > 0 && screen_res.y > 0)
- {
- sc /= screen_res;
- }
- return sc - vec2(1.0, 1.0);
-}
-
-vec3 getNorm(vec2 screenpos)
-{
- vec2 enc = texture2DRect(normalMap, screenpos.xy).xy;
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
-
-float getDepth(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen).r;
- return depth;
-}
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = getDepth(pos_screen);
- vec2 sc = getScreenCoordinate(pos_screen);
- 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;
-}
-
-vec4 getPositionWithDepth(vec2 pos_screen, float depth)
-{
- vec2 sc = getScreenCoordinate(pos_screen);
- 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;
-}