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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl111
1 files changed, 0 insertions, 111 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl b/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl
deleted file mode 100644
index d5d91c88f0..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl
+++ /dev/null
@@ -1,111 +0,0 @@
-/**
- * @file class3/deferred/genSkyShF.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_data[3];
-#else
-#define frag_data gl_FragData
-#endif
-
-VARYING vec2 vary_frag;
-
-uniform vec3 sun_dir;
-
-uniform sampler2D transmittance_texture;
-uniform sampler3D scattering_texture;
-uniform sampler3D single_mie_scattering_texture;
-uniform sampler2D irradiance_texture;
-
-vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance);
-
-vec3 calcDirection(vec2 tc)
-{
- float phi = tc.y * 2.0 * 3.14159265;
- float cosTheta = sqrt(1.0 - tc.x);
- float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
- return vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
-}
-
-// reverse mapping above to convert a hemisphere direction into phi/theta values
-void getPhiAndThetaFromDirection(vec3 dir, out float phi, out float theta)
-{
- float sin_theta;
- float cos_theta;
- cos_theta = dir.z;
- theta = acos(cos_theta);
- sin_theta = sin(theta);
- phi = abs(sin_theta) > 0.0001 ? acos(dir.x / sin_theta) : 1.0;
-}
-
-// reverse mapping above to convert a hemisphere direction into an SH texture sample pos
-vec2 calcShUvFromDirection(vec3 dir)
-{
- vec2 uv;
- float phi;
- float theta;
- getPhiAndThetaFromDirection(dir, phi, theta);
- uv.y = phi / 2.0 * 3.14159265;
- uv.x = theta / 2.0 * 3.14159265;
- return uv;
-}
-
-void projectToL1(vec3 n, vec3 c, vec4 basis, out vec4 coeffs[3])
-{
- coeffs[0] = vec4(basis.x, n * basis.yzw * c.r);
- coeffs[1] = vec4(basis.x, n * basis.yzw * c.g);
- coeffs[2] = vec4(basis.x, n * basis.yzw * c.b);
-}
-
-void main()
-{
- float Y00 = sqrt(1.0 / 3.14159265) * 0.5;
- float Y1x = sqrt(3.0 / 3.14159265) * 0.5;
- float Y1y = Y1x;
- float Y1z = Y1x;
-
- vec4 L1 = vec4(Y00, Y1x, Y1y, Y1z);
-
- vec3 view_direction = calcDirection(vary_frag);
- vec3 sun_direction = normalize(sun_dir);
- vec3 cam_pos = vec3(0, 0, 6360);
-
- vec3 transmittance;
- vec3 radiance = GetSkyLuminance(cam_pos, view_direction, 0.0f, sun_direction, transmittance);
-
- vec3 color = vec3(1.0) - exp(-radiance * 0.0001);
-
- color = pow(color, vec3(1.0/2.2));
-
- vec4 coeffs[3];
- coeffs[0] = vec4(0);
- coeffs[1] = vec4(0);
- coeffs[2] = vec4(0);
-
- projectToL1(view_direction, color.rgb, L1, coeffs);
-
- frag_data[0] = coeffs[0];
- frag_data[1] = coeffs[1];
- frag_data[2] = coeffs[2];
-}