summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class3
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/skyF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl3
3 files changed, 0 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl b/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl
index c02e6d1e57..d5d91c88f0 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl
@@ -37,7 +37,6 @@ uniform sampler2D transmittance_texture;
uniform sampler3D scattering_texture;
uniform sampler3D single_mie_scattering_texture;
uniform sampler2D irradiance_texture;
-uniform vec4 gamma;
vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
index d0514f7d23..6de01cb667 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
@@ -44,7 +44,6 @@ uniform sampler3D single_mie_scattering_texture;
uniform sampler2D irradiance_texture;
uniform sampler2D rainbow_map;
uniform sampler2D halo_map;
-uniform vec4 gamma;
uniform float moisture_level;
uniform float droplet_radius;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 82a899ad65..978c25b86a 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -50,7 +50,6 @@ uniform vec3 camPosLocal;
uniform float cloud_shadow;
uniform float max_y;
uniform vec4 glow;
-uniform float global_gamma;
uniform mat3 env_mat;
uniform vec4 shadow_clip;
@@ -94,7 +93,6 @@ void main()
norm.xyz = getNorm(tc);
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
- da = pow(da, global_gamma + 0.3);
vec4 diffuse = texture2DRect(diffuseRect, tc); // linear
@@ -106,7 +104,6 @@ void main()
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
-// scol_ambocc = pow(scol_ambocc, vec3(global_gamma + 0.3));
float scol = max(scol_ambocc.r, diffuse.a);