From e70473f79437c281b51f96a5389d2456fee70a80 Mon Sep 17 00:00:00 2001
From: Dave Houlton <euclid@lindenlab.com>
Date: Tue, 9 Feb 2021 16:36:50 -0700
Subject: [PATCH] DRTVWR-525 housekeeping: delete unused shader file

---
 .../shaders/class3/deferred/lightUtil.glsl    | 117 ------------------
 1 file changed, 117 deletions(-)
 delete mode 100644 indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl

diff --git a/indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl
deleted file mode 100644
index 8bb3f07fc64..00000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl
+++ /dev/null
@@ -1,117 +0,0 @@
-/** 
- * @file lightInfo.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
- * $/LicenseInfo$
- */
-
-struct DirectionalLightInfo
-{
-    vec4 pos;
-    float depth;
-    vec4 normal;
-    vec3 normalizedLightDirection;
-    vec3 normalizedToLight;
-    float lightIntensity;
-    vec3 lightDiffuseColor;
-    float specExponent;
-    float shadow;
-};
-
-struct SpotLightInfo
-{
-    vec4 pos;
-    float depth;
-    vec4 normal;
-    vec3 normalizedLightDirection;
-    vec3 normalizedToLight;
-    float lightIntensity;
-    float attenuation;
-    float distanceToLight;
-    vec3 lightDiffuseColor;
-    float innerHalfAngleCos;
-    float outerHalfAngleCos;
-    float spotExponent;
-    float specExponent;
-    float shadow;
-};
-
-struct PointLightInfo
-{
-    vec4 pos;
-    float depth;
-    vec4 normal;
-    vec3 normalizedToLight;
-    float lightIntensity;
-    float attenuation;
-    float distanceToLight;
-    vec3 lightDiffuseColor;
-    float lightRadius;
-    float specExponent;
-    vec3 worldspaceLightDirection;
-    float shadow;
-};
-
-float attenuate(float attenuationSelection, float distanceToLight)
-{
-// LLRENDER_REVIEW
-// sh/could eventually consume attenuation func defined in texture
-    return (attenuationSelection == 0.0f) ? 1.0f : // none
-           (attenuationSelection <  1.0f) ? (1.0f / distanceToLight) : // linear atten 
-           (attenuationSelection <  2.0f) ? (1.0f / (distanceToLight*distanceToLight)) // quadratic atten
-										  : (1.0f / (distanceToLight*distanceToLight*distanceToLight));	// cubic atten    
-}
-
-
-vec3 lightDirectional(struct DirectionalLightInfo dli)
-{
-    float lightIntensity = dli.lightIntensity;
-	lightIntensity *= dot(dli.normal.xyz, dli.normalizedLightDirection);
-    //lightIntensity *= directionalShadowSample(vec4(dli.pos.xyz, 1.0f), dli.depth, dli.directionalShadowMap, dli.directionalShadowMatrix);
-	return lightIntensity * dli.lightDiffuseColor;
-}
-
-
-vec3 lightSpot(struct SpotLightInfo sli)    
-{
-	float penumbraRange = (sli.outerHalfAngleCos - sli.innerHalfAngleCos);
-    float coneAngleCos = max(dot(sli.normalizedLightDirection, sli.normalizedToLight), 0.0);
-	float coneAttenFactor = (coneAngleCos <= sli.outerHalfAngleCos) ? 1.0f : pow(smoothstep(1,0, sli.outerHalfAngleCos / penumbraRange), sli.spotExponent);
-    float distanceAttenuation = attenuate(sli.attenuation, sli.distanceToLight);
-    float lightIntensity = sli.lightIntensity;
-    lightIntensity *= distanceAttenuation;
-	lightIntensity *= max(dot(sli.normal.xyz, sli.normalizedLightDirection), 0.0);
-	lightIntensity *= coneAttenFactor;
-    lightIntensity *= sli.shadow;
-	return lightIntensity * sli.lightDiffuseColor;
-}
-
-vec3 lightPoint(struct PointLightInfo pli)
-{
-    float padRadius = pli.lightRadius * 0.1; // distance for which to perform smoothed dropoff past light radius
-	float distanceAttenuation =	attenuate(pli.attenuation, pli.distanceToLight);
-    float lightIntensity = pli.lightIntensity;
-    lightIntensity*= distanceAttenuation;    
-	lightIntensity *= clamp((padRadius - pli.distanceToLight + pli.lightRadius) / padRadius, 0.0, 1.0);
-    lightIntensity *= pli.shadow;
-    lightIntensity *= max(dot(pli.normal.xyz, pli.normalizedToLight), 0.0);
-	return lightIntensity * pli.lightDiffuseColor;
-}
-- 
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