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-rw-r--r--indra/newview/app_settings/keywords_lsl_default.xml9
-rw-r--r--indra/newview/app_settings/logcontrol.xml2
-rw-r--r--indra/newview/app_settings/settings.xml11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/copyF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl1
18 files changed, 15 insertions, 36 deletions
diff --git a/indra/newview/app_settings/keywords_lsl_default.xml b/indra/newview/app_settings/keywords_lsl_default.xml
index 893b017367..f99b86bd39 100644
--- a/indra/newview/app_settings/keywords_lsl_default.xml
+++ b/indra/newview/app_settings/keywords_lsl_default.xml
@@ -1945,6 +1945,15 @@
<key>tooltip</key>
<string/>
</map>
+ <key>INVENTORY_SETTING</key>
+ <map>
+ <key>type</key>
+ <string>integer</string>
+ <key>value</key>
+ <integer>56</integer>
+ <key>tooltip</key>
+ <string/>
+ </map>
<key>INVENTORY_SOUND</key>
<map>
<key>type</key>
diff --git a/indra/newview/app_settings/logcontrol.xml b/indra/newview/app_settings/logcontrol.xml
index 482012cdd6..51b5c66384 100644
--- a/indra/newview/app_settings/logcontrol.xml
+++ b/indra/newview/app_settings/logcontrol.xml
@@ -71,7 +71,7 @@
<string>Inventory</string>
<string>SceneLoadTiming</string>
<string>Avatar</string>
- <string>Voice</string>
+ <string>Voice</string>
-->
</array>
</map>
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 88df548505..50632a7b07 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -9253,17 +9253,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>RenderTerrainPBRForce</key>
- <map>
- <key>Comment</key>
- <string>Force-load PBR terrain if enabled</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>RenderTerrainPBRDetail</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
index 49470f0e39..ce018623a8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
@@ -23,8 +23,7 @@
* $/LicenseInfo$
*/
-uniform sampler2D noiseMap;
-uniform sampler2D normalMap;
+uniform sampler2D noiseMap;
uniform sampler2D depthMap;
uniform float ssao_radius;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index 438e1d1b33..37dcbbd328 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -27,8 +27,6 @@
out vec4 frag_color;
-uniform sampler2D diffuseMap;
-
void main()
{
frag_color = vec4(1,1,1,1);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index d7d98477c0..23a3ca4911 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -27,7 +27,6 @@
out vec4 frag_color;
-uniform sampler2D normalMap;
uniform sampler2D lightMap;
uniform float dist_factor;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 3ea2248bec..ab0e4fd4d8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -50,7 +50,6 @@ SOFTWARE.
uniform sampler2D normalMap;
uniform sampler2D depthMap;
-uniform sampler2D emissiveRect;
uniform sampler2D projectionMap; // rgba
uniform sampler2D brdfLut;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index 9db8f461dd..f208ac746b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -27,8 +27,6 @@
out vec4 frag_color;
-uniform sampler2D diffuseMap;
-
in vec4 post_pos;
in float target_pos_x;
in vec4 vertex_color;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 16cc7cfbbc..6f7bd2bf3c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -24,7 +24,6 @@
*/
uniform sampler2D normalMap;
-uniform sampler2D depthMap;
#if defined(SUN_SHADOW)
uniform sampler2DShadow shadowMap0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
index a70180c1b5..767416d564 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
@@ -135,8 +135,7 @@ vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] kh
return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz);
}
-// Similar to tangent_space_transform but no offset during coordinate system
-// conversion, and no texture animation support.
+// Similar to tangent_space_transform but no texture animation support.
vec3 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform)
{
// Immediately convert to left-handed coordinate system ((0,1) -> (0, -1))
diff --git a/indra/newview/app_settings/shaders/class1/interface/copyF.glsl b/indra/newview/app_settings/shaders/class1/interface/copyF.glsl
index edaa2488f0..094d147e86 100644
--- a/indra/newview/app_settings/shaders/class1/interface/copyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/copyF.glsl
@@ -25,7 +25,10 @@
in vec2 tc;
+#if defined(COPY_DEPTH)
uniform sampler2D depthMap;
+#endif
+
uniform sampler2D diffuseMap;
out vec4 frag_color;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
index 87977eb28c..7b82aa1a0d 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
@@ -25,8 +25,6 @@
out vec4 frag_color;
-uniform sampler2D normalMap;
-
// Inputs
uniform vec3 sun_dir;
uniform vec3 moon_dir;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
index ac3fec23f6..4ed778371f 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
@@ -27,7 +27,6 @@
out vec4 frag_color;
-uniform sampler2D depthMap;
uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index e419525bd5..6c13757149 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -29,10 +29,8 @@ out vec4 frag_color;
uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
-uniform sampler2D normalMap;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform sampler2D lightFunc;
-uniform sampler2D depthMap;
uniform vec3 env_mat[3];
uniform float sun_wash;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 529d1cba6b..ca88fe7482 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -29,7 +29,6 @@ out vec4 frag_color;
uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
-uniform sampler2D normalMap;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
const float M_PI = 3.14159265;
@@ -38,7 +37,6 @@ const float M_PI = 3.14159265;
uniform sampler2D lightMap;
#endif
-uniform sampler2D depthMap;
uniform sampler2D lightFunc;
uniform float blur_size;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index 092b0c3c08..bc4d36d10d 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -29,12 +29,9 @@ out vec4 frag_color;
uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
-uniform sampler2D depthMap;
-uniform sampler2D normalMap;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform samplerCube environmentMap;
uniform sampler2D lightMap;
-uniform sampler2D projectionMap; // rgba
uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
index a5a37d80dd..2bf785e773 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
@@ -28,8 +28,6 @@ out vec4 frag_color;
// Inputs
in vec4 vary_fragcoord;
-uniform sampler2D normalMap;
-
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
float getDepth(vec2 pos_screen);
diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
index 728d70ebb2..1c02dc764d 100644
--- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
@@ -25,7 +25,6 @@
out vec4 frag_color;
-uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
#ifdef TRANSPARENT_WATER