From b4f53334141b179bdb1762636ce313f14d9e2b10 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 11 Jan 2023 11:28:45 -0600 Subject: SL-18869 Touch up -- Prune "post_pos" from shadow shaders that don't need it and fix non-standard gl_Position z values --- .../app_settings/shaders/class1/deferred/shadowSkinnedV.glsl | 9 --------- 1 file changed, 9 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl index bdf8e0854d..186ba49969 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl @@ -28,8 +28,6 @@ uniform mat4 projection_matrix; ATTRIBUTE vec3 position; -VARYING vec4 post_pos; - mat4 getObjectSkinnedTransform(); void main() @@ -41,12 +39,5 @@ void main() vec4 pos = (mat*vec4(position.xyz, 1.0)); pos = projection_matrix*pos; - post_pos = pos; - -#if !defined(DEPTH_CLAMP) - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else gl_Position = pos; -#endif - } -- cgit v1.2.3 From c827d32ebedeaa46ed75a91ae779f6547fc0d090 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Wed, 17 May 2023 18:09:36 -0500 Subject: SL-19655 Decruft legacy GLSL shaders and now unused build queues. --- indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl') diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl index 186ba49969..9bbc63bce1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl @@ -26,7 +26,7 @@ uniform mat4 modelview_matrix; uniform mat4 projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; mat4 getObjectSkinnedTransform(); -- cgit v1.2.3