diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index 8441e300974acb36573d8a05372ce2f2402e1e6e..8a2b41d3c18f53df24490940a3dd35764063b8c5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -49,8 +49,6 @@ vec3 fullbrightShinyAtmosTransport(vec3 light); vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); vec3 fullbrightScaleSoftClip(vec3 light); -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); - vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); @@ -70,21 +68,14 @@ void main() // SL-9632 HUDs are affected by Atmosphere if (no_atmo == 0) { - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; vec3 pos = vary_position.xyz/vary_position.w; - - calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - float env_intensity = vertex_color.a; + vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; + float env_intensity = vertex_color.a; - //color.rgb = srgb_to_linear(color.rgb); color.rgb = mix(color.rgb, envColor.rgb, env_intensity); - color.rgb = fullbrightShinyAtmosTransport(color.rgb); - color.rgb = fullbrightScaleSoftClip(color.rgb); + color.rgb = fullbrightShinyAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); } /* diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl index bcf4f52fc1a2dd97c3084844485b4d18b885734f..1ff9ba0e0e21f2197b821b20c47836e5af4c5ef2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl @@ -28,9 +28,6 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; - -void calcAtmospherics(vec3 inPositionEye); - uniform vec2 waveDir1; uniform vec2 waveDir2; uniform float time; @@ -85,8 +82,6 @@ void main() pos.w = 1.0; pos = modelview_matrix*pos; - calcAtmospherics(pos.xyz); - //pass wave parameters to pixel shader vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055; //get two normal map (detail map) texture coordinates