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-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl2
5 files changed, 6 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
index c7cb076099..5d619c1b82 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
@@ -28,7 +28,7 @@ out vec4 frag_color;
uniform float minimum_alpha;
vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
+//vec3 scaleSoftClip(vec3 light);
in vec4 vertex_color;
in vec2 vary_texcoord0;
@@ -45,7 +45,7 @@ void default_lighting()
color *= vertex_color;
color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
+ //color.rgb = scaleSoftClip(color.rgb);
frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
index 77324edcff..7f36e928f7 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
@@ -30,7 +30,7 @@ uniform float minimum_alpha;
uniform sampler2D diffuseMap;
vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
+//vec3 scaleSoftClip(vec3 light);
in vec4 vertex_color;
in vec2 vary_texcoord0;
@@ -48,7 +48,7 @@ void default_lighting()
color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
+ //color.rgb = scaleSoftClip(color.rgb);
frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
index e8523935ed..032743ef21 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
@@ -29,7 +29,7 @@ in vec4 vertex_color;
in vec2 vary_texcoord0;
vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
+//vec3 scaleSoftClip(vec3 light);
void default_lighting()
{
@@ -37,7 +37,7 @@ void default_lighting()
color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
+ //color.rgb = scaleSoftClip(color.rgb);
frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index f8803f1a29..9b6b2e5b33 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -39,7 +39,6 @@ uniform int sun_up_factor;
uniform int classic_mode;
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
-vec3 scaleSoftClipFragLinear(vec3 l);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
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);
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index b9de4edc67..deafa35298 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -33,7 +33,6 @@ out vec4 frag_color;
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
-vec3 scaleSoftClipFragLinear(vec3 l);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
@@ -119,7 +118,6 @@ vec3 srgb_to_linear(vec3 col);
vec3 linear_to_srgb(vec3 col);
vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
vec3 toneMapNoExposure(vec3 color);
vec3 vN, vT, vB;