diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index dd424b6fe788577559354c257ca385f5e86fea84..f170988e40e073268314bde27031d207eab3f827 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -236,22 +236,14 @@ void main() color.rgb *= ambient; #endif -vec3 post_ambient = color.rgb; - #if !defined(SUNLIGHT_KILL) color.rgb += sun_contrib; #endif -vec3 post_sunlight = color.rgb; - color.rgb *= diffuse_srgb.rgb; -vec3 post_diffuse = color.rgb; - color.rgb = atmosFragLighting(color.rgb, additive, atten); -vec3 post_atmo = color.rgb; - vec4 light = vec4(0,0,0,0); color.rgb = scaleSoftClipFrag(color.rgb); @@ -274,17 +266,6 @@ vec3 post_atmo = color.rgb; color.rgb += light.rgb; #endif -//color.rgb = amblit; -//color.rgb = vec3(ambient); -//color.rgb = sunlit; -//color.rgb = vec3(final_da); -//color.rgb = post_ambient; -//color.rgb = post_sunlight; -//color.rgb = sun_contrib; -//color.rgb = diffuse_srgb.rgb; -//color.rgb = post_diffuse; -//color.rgb = post_atmo; - #ifdef WATER_FOG color.rgb = linear_to_srgb(color.rgb); color = applyWaterFogView(pos.xyz, color); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index d714d6d541e06e886637ca58c27a9a5f2769f45b..2b0ded0f808a8977250d70b3295a76da137298d1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -341,7 +341,8 @@ void main() // overriding the general rule to avoid pollutiong the source with commented code. // // If you're reading this in 2021+, feel free to obliterate. - + */ +#if 0 vec3 npos = -normalize(pos.xyz); //vec3 ref = dot(pos+lv, norm); @@ -363,8 +364,7 @@ void main() bloom += dot(sp, sp) / 4.0; color += sp * spec.rgb; } - */ - +#else float sa = dot(refnormpersp, sun_dir.xyz); vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, spec.a)).r); @@ -376,6 +376,7 @@ void main() glare = max(glare, spec_contrib.b); color += spec_contrib; +#endif } color = mix(color.rgb, diffcol.rgb, diffuse.a); diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl index 473d6df8faa82fbfe02a63458993bec2cb6f2be3..bc5eb5181d0317864c5982fc27b17366760462e6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl @@ -1,5 +1,5 @@ /** - * @file sunLightF.glsl + * @file sunLightV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -24,7 +24,7 @@ */ uniform mat4 modelview_projection_matrix; - + ATTRIBUTE vec3 position; VARYING vec2 vary_fragcoord;