From a7ecfc9b1907d6ecd5fe50aeb1c41e38540b2665 Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Fri, 24 Feb 2023 09:27:19 -0800 Subject: SL-19228: Remove DEBUG_TEXCOORD --- indra/newview/app_settings/settings.xml | 12 ------------ .../app_settings/shaders/class1/deferred/pbralphaV.glsl | 12 ------------ .../app_settings/shaders/class1/deferred/pbropaqueF.glsl | 14 -------------- .../app_settings/shaders/class1/deferred/pbropaqueV.glsl | 12 ------------ .../app_settings/shaders/class2/deferred/pbralphaF.glsl | 14 -------------- 5 files changed, 64 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index ed6269df65..304932dd1a 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9727,18 +9727,6 @@ 1 - RenderDebugTexcoord - - Comment - Enables a colored debug overlay on meshes to show UV coordinates. Not all meshes support this setting. - Persist - 0 - Type - Boolean - Value - 0 - - RenderDeferredBlurLight Comment diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index ee44ad874c..ddb53ff852 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -64,9 +64,6 @@ out vec2 basecolor_texcoord; out vec2 normal_texcoord; out vec2 metallic_roughness_texcoord; out vec2 emissive_texcoord; -#if DEBUG_TEXCOORD -out vec2 original_texcoord; -#endif out vec4 vertex_color; @@ -99,9 +96,6 @@ void main() normal_texcoord = texture_transform(texcoord0, texture_normal_matrix, texture_matrix0); metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_matrix, texture_matrix0); emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); -#if DEBUG_TEXCOORD - original_texcoord = texcoord0; -#endif #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; @@ -143,9 +137,6 @@ in vec2 texcoord0; out vec2 basecolor_texcoord; out vec2 emissive_texcoord; -#if DEBUG_TEXCOORD -out vec2 original_texcoord; -#endif out vec4 vertex_color; @@ -161,9 +152,6 @@ void main() basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0); emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); -#if DEBUG_TEXCOORD - original_texcoord = texcoord0; -#endif vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index fd2aa6eb54..c4c5a7872b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -51,9 +51,6 @@ in vec2 basecolor_texcoord; in vec2 normal_texcoord; in vec2 metallic_roughness_texcoord; in vec2 emissive_texcoord; -#if DEBUG_TEXCOORD -in vec2 original_texcoord; -#endif uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() @@ -72,10 +69,6 @@ void main() } vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); -#if DEBUG_TEXCOORD - vec3 texcoord_color = vec3(mod(original_texcoord, 1.0), 0); - col = texcoord_color; -#endif // from mikktspace.com vec3 vNt = texture2D(bumpMap, normal_texcoord.xy).xyz*2.0-1.0; @@ -130,9 +123,6 @@ in vec4 vertex_color; in vec2 basecolor_texcoord; in vec2 emissive_texcoord; -#if DEBUG_TEXCOORD -in vec2 original_texcoord; -#endif uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() @@ -148,10 +138,6 @@ void main() } vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); -#if DEBUG_TEXCOORD - vec3 texcoord_color = vec3(mod(original_texcoord, 1.0), 0); - col = texcoord_color; -#endif vec3 emissive = emissiveColor; emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index aeb6b85e12..f0e3d4f034 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -53,9 +53,6 @@ out vec2 basecolor_texcoord; out vec2 normal_texcoord; out vec2 metallic_roughness_texcoord; out vec2 emissive_texcoord; -#if DEBUG_TEXCOORD -out vec2 original_texcoord; -#endif out vec4 vertex_color; @@ -85,9 +82,6 @@ void main() normal_texcoord = texture_transform(texcoord0, texture_normal_matrix, texture_matrix0); metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_matrix, texture_matrix0); emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); -#if DEBUG_TEXCOORD - original_texcoord = texcoord0; -#endif #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; @@ -123,9 +117,6 @@ in vec2 texcoord0; out vec2 basecolor_texcoord; out vec2 emissive_texcoord; -#if DEBUG_TEXCOORD -out vec2 original_texcoord; -#endif out vec4 vertex_color; @@ -138,9 +129,6 @@ void main() basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0); emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); -#if DEBUG_TEXCOORD - original_texcoord = texcoord0; -#endif vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index 47d6c5e195..35ccc65a8e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -57,9 +57,6 @@ in vec2 basecolor_texcoord; in vec2 normal_texcoord; in vec2 metallic_roughness_texcoord; in vec2 emissive_texcoord; -#if DEBUG_TEXCOORD -in vec2 original_texcoord; -#endif in vec4 vertex_color; @@ -176,10 +173,6 @@ void main() #endif vec3 col = vertex_color.rgb * basecolor.rgb; -#if DEBUG_TEXCOORD - vec3 texcoord_color = vec3(mod(original_texcoord, 1.0), 0); - col = texcoord_color; -#endif vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0; float sign = vary_sign; @@ -272,9 +265,6 @@ in vec3 vary_position; in vec2 basecolor_texcoord; in vec2 emissive_texcoord; -#if DEBUG_TEXCOORD -in vec2 original_texcoord; -#endif in vec4 vertex_color; @@ -302,10 +292,6 @@ void main() #endif color = vertex_color.rgb * basecolor.rgb; -#if DEBUG_TEXCOORD - vec3 texcoord_color = vec3(mod(original_texcoord, 1.0), 0); - color = texcoord_color; -#endif // emissiveColor is the emissive color factor from GLTF and is already in linear space vec3 colorEmissive = emissiveColor; -- cgit v1.2.3