From 4ea51c6ce4b29c0b3875e32f0daf86390cec8950 Mon Sep 17 00:00:00 2001
From: Dave Parks <davep@lindenlab.com>
Date: Fri, 3 Feb 2023 19:53:43 -0600
Subject: [PATCH] SL-19148 Decruft followthrough -- kill more unused shader
 files

---
 .../shaders/class1/deferred/underWaterF.glsl  |  82 --------
 .../shaders/class1/deferred/waterV.glsl       |  99 ---------
 .../shaders/class1/environment/moonF.glsl     |  51 -----
 .../shaders/class1/environment/moonV.glsl     |  38 ----
 .../shaders/class1/environment/starsF.glsl    |  51 -----
 .../shaders/class1/environment/starsV.glsl    |  41 ----
 .../shaders/class1/environment/terrainF.glsl  |  66 ------
 .../shaders/class1/environment/terrainV.glsl  |  88 --------
 .../class1/environment/terrainWaterF.glsl     |  66 ------
 .../class1/environment/terrainWaterV.glsl     |  84 --------
 .../class1/interface/customalphaF.glsl        |  46 -----
 .../class1/interface/customalphaV.glsl        |  41 ----
 .../class1/interface/downsampleDepthF.glsl    |  65 ------
 .../interface/downsampleDepthRectF.glsl       |  69 -------
 .../class1/interface/downsampleDepthV.glsl    |  59 ------
 .../class1/interface/onetexturenocolorF.glsl  |  39 ----
 .../class1/interface/onetexturenocolorV.glsl  |  38 ----
 .../class1/interface/splattexturerectF.glsl   |  44 ----
 .../class1/interface/twotextureaddF.glsl      |  41 ----
 .../class1/interface/twotextureaddV.glsl      |  41 ----
 .../shaders/class1/windlight/moonF.glsl       |  72 -------
 .../shaders/class1/windlight/moonV.glsl       |  44 ----
 .../shaders/class1/windlight/sunDiscF.glsl    |  58 ------
 .../shaders/class1/windlight/sunDiscV.glsl    |  51 -----
 .../shaders/class2/deferred/waterF.glsl       | 192 -----------------
 .../shaders/class2/windlight/cloudsF.glsl     | 137 -------------
 .../shaders/class2/windlight/cloudsV.glsl     | 193 ------------------
 .../shaders/class2/windlight/skyF.glsl        |  55 -----
 .../shaders/class2/windlight/skyV.glsl        | 147 -------------
 29 files changed, 2098 deletions(-)
 delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/environment/moonF.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/environment/moonV.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/environment/starsF.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/environment/starsV.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/environment/terrainWaterV.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class2/deferred/waterF.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
 delete mode 100644 indra/newview/app_settings/shaders/class2/windlight/skyV.glsl

diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
deleted file mode 100644
index 14c337e6087..00000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
+++ /dev/null
@@ -1,82 +0,0 @@
-/**
- * @file underWaterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
- 
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
-
-uniform sampler2D diffuseMap;
-uniform sampler2D bumpMap;   
-uniform sampler2D screenTex;
-uniform sampler2D refTex;
-uniform sampler2D screenDepth;
-
-uniform vec4 fogCol;
-uniform vec3 lightDir;
-uniform vec3 specular;
-uniform float lightExp;
-uniform vec2 fbScale;
-uniform float refScale;
-uniform float znear;
-uniform float zfar;
-uniform float kd;
-uniform vec4 waterPlane;
-uniform vec3 eyeVec;
-uniform vec4 waterFogColor;
-uniform float waterFogDensity;
-uniform float waterFogKS;
-uniform vec2 screenRes;
-
-//bigWave is (refCoord.w, view.w);
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
-
-vec2 encode_normal(vec3 n);
-
-void main() 
-{
-	vec4 color;
-	    
-	//get detail normals
-	vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
-	vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
-	vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;    
-	vec3 wavef = normalize(wave1+wave2+wave3);
-	
-	//figure out distortion vector (ripply)   
-	vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-	distort = distort+wavef.xy*refScale;
-		
-	vec4 fb = texture2D(screenTex, distort);
-
-	frag_data[0] = vec4(fb.rgb, 1.0); // diffuse
-	frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
-	frag_data[2] = vec4(encode_normal(wavef), 0.0, GBUFFER_FLAG_HAS_ATMOS); // normalxyz, env intens, flags (atmo kill)
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
deleted file mode 100644
index 38276859a09..00000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
+++ /dev/null
@@ -1,99 +0,0 @@
-/** 
- * @file waterV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-uniform mat4 modelview_matrix;
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-
-
-void calcAtmospherics(vec3 inPositionEye);
-
-uniform vec2 waveDir1;
-uniform vec2 waveDir2;
-uniform float time;
-uniform vec3 eyeVec;
-uniform float waterHeight;
-
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
-
-VARYING vec4 vary_position;
-
-float wave(vec2 v, float t, float f, vec2 d, float s) 
-{
-   return (dot(d, v)*f + t*s)*f;
-}
-
-void main()
-{
-	//transform vertex
-	vec4 pos = vec4(position.xyz, 1.0);
-	mat4 modelViewProj = modelview_projection_matrix;
-	
-	vec4 oPosition;
-		    
-	//get view vector
-	vec3 oEyeVec;
-	oEyeVec.xyz = pos.xyz-eyeVec;
-		
-	float d = length(oEyeVec.xy);
-	float ld = min(d, 2560.0);
-	
-	pos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
-	view.xyz = oEyeVec;
-		
-	d = clamp(ld/1536.0-0.5, 0.0, 1.0);	
-	d *= d;
-		
-	oPosition = vec4(position, 1.0);
-//	oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); // SL-11589 remove "U" shaped horizon
-	vary_position = modelview_matrix * oPosition;
-	oPosition = modelViewProj * oPosition;
-	
-	refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
-	
-	//get wave position parameter (create sweeping horizontal waves)
-	vec3 v = pos.xyz;
-	v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
-	    
-	//push position for further horizon effect.
-	pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
-	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
-	littleWave.xy = (v.xy) * vec2(0.45, 0.9)   + waveDir2 * time * 0.13;
-	littleWave.zw = (v.xy) * vec2(0.1, 0.2) + waveDir1 * time * 0.1;
-	view.w = bigWave.y;
-	refCoord.w = bigWave.x;
-	
-	gl_Position = oPosition;
-}
diff --git a/indra/newview/app_settings/shaders/class1/environment/moonF.glsl b/indra/newview/app_settings/shaders/class1/environment/moonF.glsl
deleted file mode 100644
index a220971f066..00000000000
--- a/indra/newview/app_settings/shaders/class1/environment/moonF.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-/** 
- * @file class1/environment/moonF.glsl
- *
- * $LicenseInfo:firstyear=2021&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2021, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2D tex0;
-
-VARYING vec2 vary_texcoord0;
-
-// See:
-// AS  off: class1/environment/moonF.glsl
-// ALM off: class1/windlight/moonF.glsl
-// ALM on : class1/deferred/moonF.glsl
-void main() 
-{
-    vec4 color = texture2D(tex0, vary_texcoord0.xy);
-
-    // SL-14113 Don't write to depth; prevent moon's quad from hiding stars which should be visible
-    // Moon texture has transparent pixels <0x55,0x55,0x55,0x00>
-    if (color.a <= 2./255.) // 0.00784
-        discard;
-
-    frag_color = color;
-    gl_FragDepth = LL_SHADER_CONST_CLOUD_MOON_DEPTH; // SL-14113 Moon is infront of stars
-}
diff --git a/indra/newview/app_settings/shaders/class1/environment/moonV.glsl b/indra/newview/app_settings/shaders/class1/environment/moonV.glsl
deleted file mode 100644
index c00f202c238..00000000000
--- a/indra/newview/app_settings/shaders/class1/environment/moonV.glsl
+++ /dev/null
@@ -1,38 +0,0 @@
-/** 
- * @file class1\environment\moonV.glsl
- *
- * $LicenseInfo:firstyear=2021&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2021, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
-
-VARYING vec2 vary_texcoord0;
-
-void main()
-{
-	gl_Position = modelview_projection_matrix * vec4(position, 1);
-	vary_texcoord0 = texcoord0;
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/environment/starsF.glsl b/indra/newview/app_settings/shaders/class1/environment/starsF.glsl
deleted file mode 100644
index e1a9cc6387c..00000000000
--- a/indra/newview/app_settings/shaders/class1/environment/starsF.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-/** 
- * @file class1/environment/starsF.glsl
- *
- * $LicenseInfo:firstyear=2021&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2021, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2D diffuseMap;
-
-uniform float custom_alpha;
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-// See:
-// ALM off: class1/environment/starsF.glsl
-// ALM on : class1/deferred/starsF.glsl
-void main() 
-{
-    vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
-    color.rgb = pow(color.rgb, vec3(0.45));
-    color.rgb *= vertex_color.rgb;
-    color.a *= max(custom_alpha, vertex_color.a);
-
-    frag_color = color;
-    gl_FragDepth = LL_SHADER_CONST_STAR_DEPTH; // SL-14113 Moon Haze -- Stars need to depth test behind the moon
-}
diff --git a/indra/newview/app_settings/shaders/class1/environment/starsV.glsl b/indra/newview/app_settings/shaders/class1/environment/starsV.glsl
deleted file mode 100644
index 6fcfec6b6a9..00000000000
--- a/indra/newview/app_settings/shaders/class1/environment/starsV.glsl
+++ /dev/null
@@ -1,41 +0,0 @@
-/** 
- * @file class1/environment/starsV.glsl
- *
- * $LicenseInfo:firstyear=2021&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2021, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-void main()
-{
-	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
-	vary_texcoord0 = texcoord0;
-	vertex_color = diffuse_color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
deleted file mode 100644
index 6b68ed41697..00000000000
--- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
+++ /dev/null
@@ -1,66 +0,0 @@
-/**
- * @file class1\environment\terrainF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
- 
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-VARYING vec4 vertex_color;
-VARYING vec4 vary_texcoord0;
-VARYING vec4 vary_texcoord1;
-
-uniform sampler2D detail_0;
-uniform sampler2D detail_1;
-uniform sampler2D detail_2;
-uniform sampler2D detail_3;
-uniform sampler2D alpha_ramp;
-
-vec3 atmosLighting(vec3 light);
-
-vec3 scaleSoftClip(vec3 color);
-
-void main()
-{
-	/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
-	
-	/// TODO Confirm tex coords and bind them appropriately in vert shader.
-	vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
-	vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
-	vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
-	vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
-
-	float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
-	float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
-	float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
-	vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
-	
-	/// Add WL Components
-	outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
-	
-	frag_color = vec4(scaleSoftClip(outColor.rgb), 1.0);
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
deleted file mode 100644
index ef27848d37d..00000000000
--- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
+++ /dev/null
@@ -1,88 +0,0 @@
-/**
- * @file class1\environment\terrainV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-uniform mat3 normal_matrix;
-uniform mat4 texture_matrix0;
-uniform mat4 modelview_matrix;
-uniform mat4 modelview_projection_matrix;
-
-uniform vec4 object_plane_t;
-uniform vec4 object_plane_s;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-ATTRIBUTE vec2 texcoord1;
-ATTRIBUTE vec4 diffuse_color;
-
-VARYING vec4 vertex_color;
-VARYING vec4 vary_texcoord0;
-VARYING vec4 vary_texcoord1;
-
-void calcAtmospherics(vec3 inPositionEye);
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
-
-vec4 texgen_object(vec4  vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
-{
-	vec4 tcoord;
-	
-	tcoord.x = dot(vpos, tp0);
-	tcoord.y = dot(vpos, tp1);
-	tcoord.z = tc.z;
-	tcoord.w = tc.w;
-	
-	tcoord = mat * tcoord; 
-	
-	return tcoord; 
-}
-
-void main()
-{
-	//transform vertex
-	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
-
-	vec4 pos = modelview_matrix * vec4(position.xyz, 1.0);
-	vec3 norm = normalize(normal_matrix * normal);
-
-	calcAtmospherics(pos.xyz);
-
-	/// Potentially better without it for water.
-	pos /= pos.w;
-
-	vec4 color = calcLighting(pos.xyz, norm, /*diffuse_color*/vec4(1));
-	
-	vertex_color = color;
-
-	// Transform and pass tex coords
- 	vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
-	
-	vec4 t = vec4(texcoord1,0,1);
-	
-	vary_texcoord0.zw = t.xy;
-	vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
-	vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
deleted file mode 100644
index e53bb461773..00000000000
--- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
+++ /dev/null
@@ -1,66 +0,0 @@
-/**
- * @file class1\environment\terrainWaterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-VARYING vec4 vertex_color;
-VARYING vec4 vary_texcoord0;
-VARYING vec4 vary_texcoord1;
-
-uniform sampler2D detail_0;
-uniform sampler2D detail_1;
-uniform sampler2D detail_2;
-uniform sampler2D detail_3;
-uniform sampler2D alpha_ramp;
-
-vec3 atmosLighting(vec3 light);
-
-vec4 applyWaterFog(vec4 color);
-
-void main()
-{
-	/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
-	
-	/// TODO Confirm tex coords and bind them appropriately in vert shader.
-	vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
-	vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
-	vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
-	vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
-
-	float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
-	float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
-	float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
-	vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
-	
-	/// Add WL Components
-	outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
-	
-	outColor = applyWaterFog(outColor);
-	frag_color = outColor;
-}
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterV.glsl
deleted file mode 100644
index a075cfeef24..00000000000
--- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterV.glsl
+++ /dev/null
@@ -1,84 +0,0 @@
-/**
- * @file class1\environment\terrainV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-uniform mat3 normal_matrix;
-uniform mat4 texture_matrix0;
-uniform mat4 modelview_matrix;
-uniform mat4 modelview_projection_matrix;
-
-uniform vec4 object_plane_t;
-uniform vec4 object_plane_s;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-ATTRIBUTE vec2 texcoord1;
-ATTRIBUTE vec4 diffuse_color;
-
-VARYING vec4 vertex_color;
-VARYING vec4 vary_texcoord0;
-VARYING vec4 vary_texcoord1;
-
-void calcAtmospherics(vec3 inPositionEye);
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
-
-vec4 texgen_object(vec4  vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
-{
-	vec4 tcoord;
-	
-	tcoord.x = dot(vpos, tp0);
-	tcoord.y = dot(vpos, tp1);
-	tcoord.z = tc.z;
-	tcoord.w = tc.w;
-	
-	tcoord = mat * tcoord; 
-	
-	return tcoord; 
-}
-
-void main()
-{
-	//transform vertex
-	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
-
-	vec4 pos = modelview_matrix * vec4(position.xyz, 1.0);
-	vec3 norm = normalize(normal_matrix * normal);
-
-	calcAtmospherics(pos.xyz);
-
-	vec4 color = calcLighting(pos.xyz, norm, vec4(1.0));
-
-	vertex_color.rgb = color.rgb;
-
-	// Transform and pass tex coords
- 	vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
-	
-	vec4 t = vec4(texcoord1,0,1);
-	
-	vary_texcoord0.zw = t.xy;
-	vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
-	vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
deleted file mode 100644
index f6b31a59560..00000000000
--- a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
+++ /dev/null
@@ -1,46 +0,0 @@
-/** 
- * @file customalphaF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2D diffuseMap;
-
-uniform float custom_alpha;
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-void main() 
-{
-	vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
-    color.rgb = pow(color.rgb, vec3(0.45));
-    color.rgb *= vertex_color.rgb;
-	color.a *= max(custom_alpha, vertex_color.a);
-	frag_color = color;
-}
diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
deleted file mode 100644
index 890474d6d8c..00000000000
--- a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
+++ /dev/null
@@ -1,41 +0,0 @@
-/** 
- * @file customalphaV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-void main()
-{
-	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
-	vary_texcoord0 = texcoord0;
-	vertex_color = diffuse_color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl
deleted file mode 100644
index f8efd7cb4ae..00000000000
--- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl
+++ /dev/null
@@ -1,65 +0,0 @@
-/** 
- * @file debugF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2D depthMap;
-
-VARYING vec2 tc0;
-VARYING vec2 tc1;
-VARYING vec2 tc2;
-VARYING vec2 tc3;
-VARYING vec2 tc4;
-VARYING vec2 tc5;
-VARYING vec2 tc6;
-VARYING vec2 tc7;
-VARYING vec2 tc8;
-
-void main() 
-{
-	vec4 depth1 = 
-		vec4(texture2D(depthMap, tc0).r,
-			texture2D(depthMap, tc1).r,
-			texture2D(depthMap, tc2).r,
-			texture2D(depthMap, tc3).r);
-
-	vec4 depth2 = 
-		vec4(texture2D(depthMap, tc4).r,
-			texture2D(depthMap, tc5).r,
-			texture2D(depthMap, tc6).r,
-			texture2D(depthMap, tc7).r);
-
-	depth1 = min(depth1, depth2);
-	float depth = min(depth1.x, depth1.y);
-	depth = min(depth, depth1.z);
-	depth = min(depth, depth1.w);
-	depth = min(depth, texture2D(depthMap, tc8).r);
-
-	gl_FragDepth = depth;
-}
diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl
deleted file mode 100644
index 99662097bb0..00000000000
--- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl
+++ /dev/null
@@ -1,69 +0,0 @@
-/** 
- * @file debugF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2D depthMap;
-
-VARYING vec2 tc0;
-VARYING vec2 tc1;
-VARYING vec2 tc2;
-VARYING vec2 tc3;
-VARYING vec2 tc4;
-VARYING vec2 tc5;
-VARYING vec2 tc6;
-VARYING vec2 tc7;
-VARYING vec2 tc8;
-
-void main() 
-{
-	vec4 depth1 = 
-		vec4(texture2D(depthMap, tc0).r,
-			texture2D(depthMap, tc1).r,
-			texture2D(depthMap, tc2).r,
-			texture2D(depthMap, tc3).r);
-
-	vec4 depth2 = 
-		vec4(texture2D(depthMap, tc4).r,
-			texture2D(depthMap, tc5).r,
-			texture2D(depthMap, tc6).r,
-			texture2D(depthMap, tc7).r);
-
-	depth1 = min(depth1, depth2);
-	float depth = min(depth1.x, depth1.y);
-	depth = min(depth, depth1.z);
-	depth = min(depth, depth1.w);
-	depth = min(depth, texture2D(depthMap, tc8).r);
-
-	gl_FragDepth = depth;
-}
diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl
deleted file mode 100644
index e1043770372..00000000000
--- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl
+++ /dev/null
@@ -1,59 +0,0 @@
-/** 
- * @file debugV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-
-uniform vec2 screen_res;
-
-uniform vec2 delta;
-
-VARYING vec2 tc0;
-VARYING vec2 tc1;
-VARYING vec2 tc2;
-VARYING vec2 tc3;
-VARYING vec2 tc4;
-VARYING vec2 tc5;
-VARYING vec2 tc6;
-VARYING vec2 tc7;
-VARYING vec2 tc8;
-
-void main()
-{
-	gl_Position = vec4(position, 1.0); 
-	
-	vec2 tc = (position.xy*0.5+0.5);
-	tc0 = tc+vec2(-delta.x,-delta.y);
-	tc1 = tc+vec2(0,-delta.y);
-	tc2 = tc+vec2(delta.x,-delta.y);
-	tc3 = tc+vec2(-delta.x,0);
-	tc4 = tc+vec2(0,0);
-	tc5 = tc+vec2(delta.x,0);
-	tc6 = tc+vec2(-delta.x,delta.y);
-	tc7 = tc+vec2(0,delta.y);
-	tc8 = tc+vec2(delta.x,delta.y);
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl
deleted file mode 100644
index 415181126b2..00000000000
--- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl
+++ /dev/null
@@ -1,39 +0,0 @@
-/** 
- * @file onetexturenocolorF.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2D tex0;
-
-VARYING vec2 vary_texcoord0;
-
-void main() 
-{
-	frag_color = texture2D(tex0, vary_texcoord0.xy);
-}
diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl
deleted file mode 100644
index 6b9986c8d7f..00000000000
--- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl
+++ /dev/null
@@ -1,38 +0,0 @@
-/** 
- * @file onetexturenocolorV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
- 
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
-
-VARYING vec2 vary_texcoord0;
-
-void main()
-{
-	gl_Position = modelview_projection_matrix * vec4(position, 1);
-	vary_texcoord0 = texcoord0;
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl
deleted file mode 100644
index bf6c1b355c7..00000000000
--- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl
+++ /dev/null
@@ -1,44 +0,0 @@
-/** 
- * @file splattexturerectF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
- 
-#extension GL_ARB_texture_rectangle : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2D screenMap;
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-void main() 
-{
-	frag_color = 	texture2D(screenMap, vary_texcoord0.xy) * vertex_color;
-}
diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl
deleted file mode 100644
index 95679e93e74..00000000000
--- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl
+++ /dev/null
@@ -1,41 +0,0 @@
-/** 
- * @file twotextureaddF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2D tex0;
-uniform sampler2D tex1;
-
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-
-void main() 
-{
-	frag_color = texture2D(tex0, vary_texcoord0.xy)+texture2D(tex1, vary_texcoord1.xy);
-}
diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
deleted file mode 100644
index 3c2f297f7f5..00000000000
--- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
+++ /dev/null
@@ -1,41 +0,0 @@
-/** 
- * @file twotextureaddV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
- 
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
-ATTRIBUTE vec2 texcoord1;
-
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-
-void main()
-{
-	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
-	vary_texcoord0 = texcoord0;
-	vary_texcoord1 = texcoord1;
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
deleted file mode 100644
index c4ab0c95dcf..00000000000
--- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
+++ /dev/null
@@ -1,72 +0,0 @@
-/** 
- * @file class1\wl\moonF.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, 2020 Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
- 
-#extension GL_ARB_texture_rectangle : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform vec4 color;
-uniform vec3 moonlight_color;
-uniform vec3 moon_dir;
-uniform float moon_brightness;
-uniform sampler2D diffuseMap;
-
-VARYING vec2 vary_texcoord0;
-
-vec3 scaleSoftClip(vec3 light);
-
-void main() 
-{
-    // Restore Pre-EEP alpha fade moon near horizon
-    float fade = 1.0;
-    if( moon_dir.z > 0 )
-        fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 );
-
-    vec4 c     = texture2D(diffuseMap, vary_texcoord0.xy);
-
-    // SL-14113 Don't write to depth; prevent moon's quad from hiding stars which should be visible
-    // Moon texture has transparent pixels <0x55,0x55,0x55,0x00>
-    if (c.a <= 2./255.) // 0.00784
-        discard;
-
-//       c.rgb = pow(c.rgb, vec3(0.7f)); // can't use "srgb_to_linear(color.rgb)" as that is a deferred only function
-         c.rgb *= moonlight_color.rgb;
-         c.rgb *= moon_brightness;
-
-         c.rgb *= fade;
-         c.a   *= fade;
-
-         c.rgb  = scaleSoftClip(c.rgb);
-
-    frag_color = vec4(c.rgb, c.a);
-    gl_FragDepth = LL_SHADER_CONST_CLOUD_MOON_DEPTH; // SL-14113
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
deleted file mode 100644
index 2fceb5f743f..00000000000
--- a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
+++ /dev/null
@@ -1,44 +0,0 @@
-/** 
- * @file class1\wl\moonV.glsl
- *
-  * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, 2020 Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-uniform mat4 texture_matrix0;
-uniform mat4 modelview_matrix;
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
-
-VARYING vec2 vary_texcoord0;
-
-void main()
-{
-    //transform vertex
-    vec4 vert = vec4(position.xyz, 1.0);
-    vec4 pos = (modelview_matrix * vert);
-
-    gl_Position = modelview_projection_matrix*vert;
-    
-    vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl
deleted file mode 100644
index 5a41dc644a5..00000000000
--- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl
+++ /dev/null
@@ -1,58 +0,0 @@
-/** 
- * @file class1\wl\sunDiscF.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
- 
-#extension GL_ARB_texture_rectangle : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-vec3 fullbrightAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
-uniform sampler2D diffuseMap;
-uniform sampler2D altDiffuseMap;
-uniform float blend_factor; // interp factor between sun A/B
-VARYING vec2 vary_texcoord0;
-VARYING float sun_fade;
-
-void main() 
-{
-    vec4 sunA = texture2D(diffuseMap, vary_texcoord0.xy);
-    vec4 sunB = texture2D(altDiffuseMap, vary_texcoord0.xy);
-    vec4 c     = mix(sunA, sunB, blend_factor);
-
-// SL-9806 stars poke through
-//    c.a *= sun_fade;
-
-    c.rgb = fullbrightAtmosTransport(c.rgb);
-    c.rgb = fullbrightScaleSoftClip(c.rgb);
-    frag_color = c;
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
deleted file mode 100644
index 6c0e795f6b3..00000000000
--- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-/** 
- * @file class1\wl\sunDiscV.glsl
- *
-  * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-uniform mat4 texture_matrix0;
-uniform mat4 modelview_matrix;
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
-
-VARYING vec2 vary_texcoord0;
-VARYING float sun_fade;
-
-void calcAtmospherics(vec3 eye_pos);
-
-void main()
-{
-    //transform vertex
-    vec3 offset = vec3(0, 0, 50);
-    vec4 vert = vec4(position.xyz - offset, 1.0);
-    vec4 pos = modelview_projection_matrix*vert;
-
-    sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f);
-    gl_Position = pos;
-    
-    calcAtmospherics(pos.xyz);
-
-    vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl
deleted file mode 100644
index 96739d91d78..00000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl
+++ /dev/null
@@ -1,192 +0,0 @@
-/** 
- * @file class1/deferred/waterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
- 
-#extension GL_ARB_texture_rectangle : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[4];
-#else
-#define frag_data gl_FragData
-#endif
-
-vec3 scaleSoftClip(vec3 inColor);
-vec3 atmosTransport(vec3 inColor);
-
-uniform sampler2D bumpMap;   
-uniform sampler2D bumpMap2;
-uniform float blend_factor;
-uniform sampler2D screenTex;
-uniform sampler2D refTex;
-uniform float sunAngle;
-uniform float sunAngle2;
-uniform vec3 lightDir;
-uniform vec3 specular;
-uniform float lightExp;
-uniform float refScale;
-uniform float kd;
-uniform vec2 screenRes;
-uniform vec3 normScale;
-uniform float fresnelScale;
-uniform float fresnelOffset;
-uniform float blurMultiplier;
-uniform vec2 screen_res;
-uniform mat4 norm_mat; //region space to screen space
-uniform int water_edge;
-
-//bigWave is (refCoord.w, view.w);
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
-VARYING vec4 vary_position;
-
-vec2 encode_normal(vec3 n);
-vec3 scaleSoftClip(vec3 l);
-vec3 srgb_to_linear(vec3 c);
-vec3 linear_to_srgb(vec3 c);
-
-vec3 BlendNormal(vec3 bump1, vec3 bump2)
-{
-    vec3 n = mix(bump1, bump2, blend_factor);
-    return n;
-}
-
-void main() 
-{
-    vec4 color;
-    float dist = length(view.xyz);
-    
-    //normalize view vector
-    vec3 viewVec = normalize(view.xyz);
-    
-    //get wave normals
-    vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
-    vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
-    vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
-
-
-    vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
-    vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
-    vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
-
-    vec3 wave1 = BlendNormal(wave1_a, wave1_b);
-    vec3 wave2 = BlendNormal(wave2_a, wave2_b);
-    vec3 wave3 = BlendNormal(wave3_a, wave3_b);
-
-    //get base fresnel components   
-    
-    vec3 df = vec3(
-                    dot(viewVec, wave1),
-                    dot(viewVec, (wave2 + wave3) * 0.5),
-                    dot(viewVec, wave3)
-                 ) * fresnelScale + fresnelOffset;
-    df *= df;
-            
-    vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-    
-    float dist2 = dist;
-    dist = max(dist, 5.0);
-    
-    float dmod = sqrt(dist);
-    
-    vec2 dmod_scale = vec2(dmod*dmod, dmod);
-    
-    //get reflected color
-    vec2 refdistort1 = wave1.xy*normScale.x;
-    vec2 refvec1 = distort+refdistort1/dmod_scale;
-    vec4 refcol1 = texture2D(refTex, refvec1);
-    
-    vec2 refdistort2 = wave2.xy*normScale.y;
-    vec2 refvec2 = distort+refdistort2/dmod_scale;
-    vec4 refcol2 = texture2D(refTex, refvec2);
-    
-    vec2 refdistort3 = wave3.xy*normScale.z;
-    vec2 refvec3 = distort+refdistort3/dmod_scale;
-    vec4 refcol3 = texture2D(refTex, refvec3);
-
-    vec4 refcol = refcol1 + refcol2 + refcol3;
-    float df1 = df.x + df.y + df.z;
-	refcol *= df1 * 0.333;
-    
-    vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
-    wavef.z *= max(-viewVec.z, 0.1);
-    wavef = normalize(wavef);
-    
-    float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
-    
-    vec2 refdistort4 = wavef.xy*0.125;
-    refdistort4.y -= abs(refdistort4.y);
-    vec2 refvec4 = distort+refdistort4/dmod;
-    float dweight = min(dist2*blurMultiplier, 1.0);
-    vec4 baseCol = texture2D(refTex, refvec4);
-
-    refcol = mix(baseCol*df2, refcol, dweight);
-
-    //get specular component
-	float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-		
-	//harden specular
-	spec = pow(spec, 128.0);
-
-	//figure out distortion vector (ripply)   
-	vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
-		
-	vec4 fb = texture2D(screenTex, distort2);
-	
-	//mix with reflection
-	// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
-	color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f);
-	
-	vec4 pos = vary_position;
-	
-	//color.rgb += spec * specular;
-
-	//color.rgb = atmosTransport(color.rgb);
-	//color.rgb = scaleSoftClip(color.rgb);
-    
-    //color.rgb = refcol.rgb;
-    color.rgb = vec3(0.0);
-	color.a   = spec * sunAngle2;
-    
-	vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
-
-	//frag_data[0] = color;
-
-    // TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code
-    //       Unfortunately, fixing it causes a mismatch for EEP, and so it remains...  for now
-    //       SL-12975 (unfix pre-EEP broken alpha)
-    frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0);
-    
-    frag_data[1] = vec4(1.0, 0.1, 0.0, 0.0);		// occlusion, roughness, metalness
-	frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.0, GBUFFER_FLAG_HAS_PBR);// normalxy, env intens, flags (atmo kill)
-    //frag_data[3] = vec4(srgb_to_linear(refcol.rgb),0);
-    frag_data[3] = vec4(0, 0, 0, 0);
-
-    
-    //frag_data[0] = vec4(0.0,0,0,0);
-    //frag_data[1] = vec4(0, 1.0, 0.0, 0.0);
-    //frag_data[3] = vec4(0);
-}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
deleted file mode 100644
index 6f4bdbde283..00000000000
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ /dev/null
@@ -1,137 +0,0 @@
-/** 
- * @file class2\wl\cloudsF.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-/*[EXTRA_CODE_HERE]*/ 
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-/////////////////////////////////////////////////////////////////////////
-// The fragment shader for the sky
-/////////////////////////////////////////////////////////////////////////
-
-VARYING vec3 vary_CloudColorSun;
-VARYING vec3 vary_CloudColorAmbient;
-VARYING float vary_CloudDensity;
-
-uniform sampler2D cloud_noise_texture;
-uniform sampler2D cloud_noise_texture_next;
-uniform float blend_factor;
-uniform vec3 cloud_pos_density1;
-uniform vec3 cloud_pos_density2;
-uniform float cloud_scale;
-uniform float cloud_variance;
-
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
-VARYING float altitude_blend_factor;
-
-/// Soft clips the light with a gamma correction
-vec3 scaleSoftClip(vec3 light);
-
-vec4 cloudNoise(vec2 uv)
-{
-   vec4 a = texture2D(cloud_noise_texture, uv);
-   vec4 b = texture2D(cloud_noise_texture_next, uv);
-   vec4 cloud_noise_sample = mix(a, b, blend_factor);
-   return cloud_noise_sample;
-}
-
-void main()
-{
-    // Set variables
-    vec2 uv1 = vary_texcoord0.xy;
-    vec2 uv2 = vary_texcoord1.xy;
-
-    vec3 cloudColorSun = vary_CloudColorSun;
-    vec3 cloudColorAmbient = vary_CloudColorAmbient;
-    float cloudDensity = vary_CloudDensity;
-    vec2 uv3 = vary_texcoord2.xy;
-    vec2 uv4 = vary_texcoord3.xy;
-
-    if (cloud_scale < 0.001)
-    {
-        discard;
-    }
-
-    vec2 disturbance  = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
-    vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
-
-    // Offset texture coords
-    uv1 += cloud_pos_density1.xy + (disturbance * 0.2);    //large texture, visible density
-    uv2 += cloud_pos_density1.xy;   //large texture, self shadow
-    uv3 += cloud_pos_density2.xy;   //small texture, visible density
-    uv4 += cloud_pos_density2.xy;   //small texture, self shadow
-
-    float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0);
-
-    cloudDensity *= 1.0 - (density_variance * density_variance);
-
-    // Compute alpha1, the main cloud opacity
-
-    float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z;
-    alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.);
-
-    // And smooth
-    alpha1 = 1. - alpha1 * alpha1;
-    alpha1 = 1. - alpha1 * alpha1;  
-
-    alpha1 *= altitude_blend_factor;
-
-    //if (alpha1 < 0.001f)
-    //{
-    //    discard;
-    //}
-
-    // Compute alpha2, for self shadowing effect
-    // (1 - alpha2) will later be used as percentage of incoming sunlight
-    float alpha2 = (cloudNoise(uv2).x - 0.5);
-    alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
-
-    // And smooth
-    alpha2 = 1. - alpha2;
-    alpha2 = 1. - alpha2 * alpha2;  
-
-    // Combine
-    vec3 color;
-    color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
-    color.rgb *= 2.;
-    color.rgb = scaleSoftClip(color.rgb);
-
-    /// Gamma correct for WL (soft clip effect).
-    frag_color = vec4(color.rgb, alpha1);
-
-    // SL-14113 Moon Haze -- When the camera is underwater fix clouds clipping into moon
-    // camera above water: class1\deferred\cloudsF.glsl
-    // camera below water: class2\windlight\coudsV.glsl
-    // See: starsV.glsl, cloudsV.glsl, moonF.glsl
-    gl_FragDepth = LL_SHADER_CONST_CLOUD_MOON_DEPTH;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
deleted file mode 100644
index 650009d3933..00000000000
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ /dev/null
@@ -1,193 +0,0 @@
-/** 
- * @file class2\wl\cloudsV.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
-
-//////////////////////////////////////////////////////////////////////////
-// The vertex shader for creating the atmospheric sky
-///////////////////////////////////////////////////////////////////////////////
-
-// Output parameters
-VARYING vec3 vary_CloudColorSun;
-VARYING vec3 vary_CloudColorAmbient;
-VARYING float vary_CloudDensity;
-
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
-VARYING float altitude_blend_factor;
-
-// Inputs
-uniform vec3 camPosLocal;
-
-uniform vec3 lightnorm;
-uniform vec3 sunlight_color;
-uniform vec3 moonlight_color;
-uniform int sun_up_factor;
-uniform vec3 ambient_color;
-uniform vec3 blue_horizon;
-uniform vec3 blue_density;
-uniform float haze_horizon;
-uniform float haze_density;
-
-uniform float cloud_shadow;
-uniform float density_multiplier;
-uniform float max_y;
-
-uniform vec3 glow;
-uniform float sun_moon_glow_factor;
-
-uniform vec3 cloud_color;
-
-uniform float cloud_scale;
-
-// NOTE: Keep these in sync!
-//       indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
-//       indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
-//       indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl
-//       indra\newview\lllegacyatmospherics.cpp
-//       indra\newview\llsettingsvo.cpp
-void main()
-{
-	// World / view / projection
-	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
-
-    // Texture coords
-    // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
-    vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y);  // See: LLSettingsVOSky::applySpecial
-
-    vary_texcoord0.xy -= 0.5;
-    vary_texcoord0.xy /= cloud_scale;
-    vary_texcoord0.xy += 0.5;
-
-    vary_texcoord1 = vary_texcoord0;
-    vary_texcoord1.x += lightnorm.x * 0.0125;
-    vary_texcoord1.y += lightnorm.z * 0.0125;
-
-    vary_texcoord2 = vary_texcoord0 * 16.;
-    vary_texcoord3 = vary_texcoord1 * 16.;
-
-	// Get relative position
-    vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
-
-    // fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude
-    altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
-
-    // Adj position vector to clamp altitude
-    if (rel_pos.y > 0.)
-	{
-        rel_pos *= (max_y / rel_pos.y);
-	}
-    if (rel_pos.y < 0.)
-	{
-        rel_pos *= (-32000. / rel_pos.y);
-	}
-
-	// Can normalize then
-    vec3  rel_pos_norm = normalize(rel_pos);
-    float rel_pos_len  = length(rel_pos);
-
-	// Initialize temp variables
-	vec3 sunlight = sunlight_color;
-	vec3 light_atten;
-
-	// Sunlight attenuation effect (hue and brightness) due to atmosphere
-	// this is used later for sunlight modulation at various altitudes
-    light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
-
-	// Calculate relative weights
-    vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density));
-    vec3 blue_weight   = blue_density / combined_haze;
-    vec3 haze_weight   = haze_density / combined_haze;
-
-    // Compute sunlight from rel_pos & lightnorm (for long rays like sky)
-    float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
-    sunlight *= exp(-light_atten * off_axis);
-
-	// Distance
-    float density_dist = rel_pos_len * density_multiplier;
-
-    // Transparency (-> combined_haze)
-    // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
-	// compiler gets confused.
-    combined_haze = exp(-combined_haze * density_dist);
-
-	// Compute haze glow
-    float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
-    // haze_glow is 0 at the sun and increases away from sun
-    haze_glow = max(haze_glow, .001);
-		// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
-    haze_glow *= glow.x;
-		// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
-    haze_glow = pow(haze_glow, glow.z);
-		// glow.z should be negative, so we're doing a sort of (1 / "angle") function
-
-    haze_glow *= sun_moon_glow_factor;
-
-	// Add "minimum anti-solar illumination"
-    // For sun, add to glow.  For moon, remove glow entirely. SL-13768
-    haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
-
-	// Increase ambient when there are more clouds
-	vec3 tmpAmbient = ambient_color;
-	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; 
-
-	// Dim sunlight by cloud shadow percentage
-	sunlight *= (1. - cloud_shadow);
-
-	// Haze color below cloud
-    vec3 additiveColorBelowCloud =
-        (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
-
-	// CLOUDS
-    sunlight = sunlight_color;  // SL-14707 reset color -- Clouds are unusually dim in EEP
-    off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
-    sunlight *= exp(-light_atten * off_axis);
-
-	// Cloud color out
-    vary_CloudColorSun     = (sunlight * haze_glow) * cloud_color;
-	vary_CloudColorAmbient = tmpAmbient * cloud_color;
-	
-	// Attenuate cloud color by atmosphere
-    combined_haze = sqrt(combined_haze);  // less atmos opacity (more transparency) below clouds
-    vary_CloudColorSun *= combined_haze;
-    vary_CloudColorAmbient *= combined_haze;
-    vec3 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
-
-	// Make a nice cloud density based on the cloud_shadow value that was passed in.
-	vary_CloudDensity = 2. * (cloud_shadow - 0.25);
-
-	// Combine these to minimize register use
-	vary_CloudColorAmbient += oHazeColorBelowCloud;
-
-	// needs this to compile on mac
-	//vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
-
-	// END CLOUDS
-}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
deleted file mode 100644
index 7a229e0f5e2..00000000000
--- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
+++ /dev/null
@@ -1,55 +0,0 @@
-/** 
- * @file class2/windlight/skyF.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
- 
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-/////////////////////////////////////////////////////////////////////////
-// The fragment shader for the sky
-/////////////////////////////////////////////////////////////////////////
-
-VARYING vec3 vary_HazeColor;
-
-/// Soft clips the light with a gamma correction
-vec3 scaleSoftClip(vec3 light);
-
-void main()
-{
-	// Potential Fill-rate optimization.  Add cloud calculation 
-	// back in and output alpha of 0 (so that alpha culling kills 
-	// the fragment) if the sky wouldn't show up because the clouds 
-	// are fully opaque.
-
-	vec3 color;
-	color = vary_HazeColor;
-	color.rgb *= 2.;
-	/// Gamma correct for WL (soft clip effect).
-	frag_color.rgb = scaleSoftClip(color.rgb);
-	frag_color.a = 1.0;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
deleted file mode 100644
index 8f7726bb0b0..00000000000
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ /dev/null
@@ -1,147 +0,0 @@
-/**
- * @file class2\wl\skyV.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-
-// SKY ////////////////////////////////////////////////////////////////////////
-// The vertex shader for creating the atmospheric sky
-///////////////////////////////////////////////////////////////////////////////
-
-// Output parameters
-VARYING vec3 vary_HazeColor;
-
-// Inputs
-uniform vec3 camPosLocal;
-
-uniform vec3  lightnorm;
-uniform vec3  sunlight_color;
-uniform vec3  moonlight_color;
-uniform int   sun_up_factor;
-uniform vec3  ambient_color;
-uniform vec3  blue_horizon;
-uniform vec3  blue_density;
-uniform float haze_horizon;
-uniform float haze_density;
-
-uniform float cloud_shadow;
-uniform float density_multiplier;
-uniform float distance_multiplier;
-uniform float max_y;
-
-uniform vec3  glow;
-uniform float sun_moon_glow_factor;
-
-void main()
-{
-    // World / view / projection
-    vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
-
-    gl_Position = pos;
-
-    // Get relative position
-    vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
-
-    // Adj position vector to clamp altitude
-    if (rel_pos.y > 0.)
-    {
-        rel_pos *= (max_y / rel_pos.y);
-    }
-    if (rel_pos.y < 0.)
-    {
-        rel_pos *= (-32000. / rel_pos.y);
-    }
-
-    // Can normalize then
-    vec3 rel_pos_norm = normalize(rel_pos);
-
-    float rel_pos_len = length(rel_pos);
-
-    // Initialize temp variables
-    vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
-    vec3 light_atten;
-
-    // Sunlight attenuation effect (hue and brightness) due to atmosphere
-    // this is used later for sunlight modulation at various altitudes
-    light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
-
-    // Calculate relative weights
-    vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density));
-    vec3 blue_weight   = blue_density / combined_haze;
-    vec3 haze_weight   = haze_density / combined_haze;
-
-    // Compute sunlight from rel_pos & lightnorm (for long rays like sky)
-    float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
-    sunlight *= exp(-light_atten * off_axis);
-
-    // Distance
-    float density_dist = rel_pos_len * density_multiplier;
-
-    // Transparency (-> combined_haze)
-    // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
-    // compiler gets confused.
-    combined_haze = exp(-combined_haze * density_dist);
-
-    // Compute haze glow
-    float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
-    // haze_glow is 0 at the sun and increases away from sun
-    haze_glow = max(haze_glow, .001);
-    // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
-    haze_glow *= glow.x;
-    // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
-    haze_glow = pow(haze_glow, glow.z);
-    // glow.z should be negative, so we're doing a sort of (1 / "angle") function
-
-    // Add "minimum anti-solar illumination"
-    // For sun, add to glow.  For moon, remove glow entirely. SL-13768
-    haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
-
-    vec3 color =
-        (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color));
-
-    // Final atmosphere additive
-    color *= (1. - combined_haze);
-
-    // Increase ambient when there are more clouds
-    vec3 tmpAmbient = ambient_color;
-    tmpAmbient += max(vec3(0), (1. - ambient_color)) * cloud_shadow * 0.5;
-
-    // Dim sunlight by cloud shadow percentage
-    sunlight *= max(0.0, (1. - cloud_shadow));
-
-    // Haze color below cloud
-    vec3 additiveColorBelowCloud =
-        (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
-
-    // Attenuate cloud color by atmosphere
-    combined_haze = sqrt(combined_haze);  // less atmos opacity (more transparency) below clouds
-
-    // At horizon, blend high altitude sky color towards the darker color below the clouds
-    color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));
-
-    // Haze color above cloud
-    vary_HazeColor = color;
-}
-- 
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