diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
4 files changed, 0 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 4ed778371f..809ad2f0bd 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -33,7 +33,6 @@ uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal uniform sampler2D lightFunc; uniform vec3 env_mat[3]; -uniform float sun_wash; uniform int light_count; uniform vec4 light[LIGHT_COUNT]; // .w = size; see C++ fullscreen_lights.push_back() uniform vec4 light_col[LIGHT_COUNT]; // .a = falloff diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 6c13757149..41a19ea1b6 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -33,7 +33,6 @@ uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal uniform sampler2D lightFunc; uniform vec3 env_mat[3]; -uniform float sun_wash; // light params uniform vec3 color; @@ -46,7 +45,6 @@ in vec3 trans_center; uniform vec2 screen_res; uniform mat4 inv_proj; -uniform vec4 viewport; void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); float calcLegacyDistanceAttenuation(float distance, float falloff); diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 4231d8580e..a34e97c171 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -39,9 +39,6 @@ uniform sampler2D lightMap; uniform sampler2D lightFunc; -uniform float blur_size; -uniform float blur_fidelity; - #if defined(HAS_SSAO) uniform float ssao_irradiance_scale; uniform float ssao_irradiance_max; diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index bc4d36d10d..e99aa5ace4 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -47,7 +47,6 @@ uniform float near_clip; uniform float far_clip; uniform vec3 proj_origin; //origin of projection to be used for angular attenuation -uniform float sun_wash; uniform int proj_shadow_idx; uniform float shadow_fade; |