Commit 5fd28bf0 authored by Rye Mutt's avatar Rye Mutt 🍞
Browse files

Dead uniform cleanup

parent 89044138
......@@ -1325,11 +1325,6 @@ void LLRender::syncMatrices()
shader->uniformMatrix3fv(LLShaderMgr::NORMAL_MATRIX, 1, GL_FALSE, norm_mat);
}
if (shader->getUniformLocation(LLShaderMgr::INVERSE_MODELVIEW_MATRIX))
{
shader->uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_MATRIX, 1, GL_FALSE, cached_inv_mdv.m);
}
//update MVP matrix
mvp_done = true;
loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX);
......
......@@ -1169,7 +1169,6 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("projection_matrix");
mReservedUniforms.push_back("inv_proj");
mReservedUniforms.push_back("modelview_projection_matrix");
mReservedUniforms.push_back("inv_modelview");
mReservedUniforms.push_back("normal_matrix");
mReservedUniforms.push_back("texture_matrix0");
mReservedUniforms.push_back("texture_matrix1");
......@@ -1195,7 +1194,6 @@ void LLShaderMgr::initAttribsAndUniforms()
//NOTE: MUST match order in eGLSLReservedUniforms
mReservedUniforms.push_back("proj_mat");
mReservedUniforms.push_back("proj_near");
mReservedUniforms.push_back("proj_p");
mReservedUniforms.push_back("proj_n");
mReservedUniforms.push_back("proj_origin");
......@@ -1205,9 +1203,8 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("shadow_fade");
mReservedUniforms.push_back("proj_focus");
mReservedUniforms.push_back("proj_lod");
mReservedUniforms.push_back("proj_ambient_lod");
llassert(mReservedUniforms.size() == LLShaderMgr::PROJECTOR_AMBIENT_LOD+1);
llassert(mReservedUniforms.size() == LLShaderMgr::PROJECTOR_LOD+1);
mReservedUniforms.push_back("color");
......@@ -1284,8 +1281,6 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("moon_dir");
mReservedUniforms.push_back("shadow_res");
mReservedUniforms.push_back("proj_shadow_res");
mReservedUniforms.push_back("depth_cutoff");
mReservedUniforms.push_back("norm_cutoff");
mReservedUniforms.push_back("shadow_target_width");
llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH+1);
......@@ -1333,7 +1328,6 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("translationPalette");
mReservedUniforms.push_back("screenTex");
mReservedUniforms.push_back("screenDepth");
mReservedUniforms.push_back("refTex");
mReservedUniforms.push_back("eyeVec");
mReservedUniforms.push_back("time");
......@@ -1352,8 +1346,6 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("fresnelOffset");
mReservedUniforms.push_back("blurMultiplier");
mReservedUniforms.push_back("sunAngle");
mReservedUniforms.push_back("scaledAngle");
mReservedUniforms.push_back("sunAngle2");
mReservedUniforms.push_back("camPosLocal");
// [RLVa:KB] - @setsphere
......@@ -1377,14 +1369,8 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("origin");
mReservedUniforms.push_back("inscatter");
mReservedUniforms.push_back("sun_size");
mReservedUniforms.push_back("fog_color");
mReservedUniforms.push_back("transmittance_texture");
mReservedUniforms.push_back("scattering_texture");
mReservedUniforms.push_back("single_mie_scattering_texture");
mReservedUniforms.push_back("irradiance_texture");
mReservedUniforms.push_back("blend_factor");
mReservedUniforms.push_back("no_atmo");
mReservedUniforms.push_back("moisture_level");
......
......@@ -43,7 +43,6 @@ class LLShaderMgr
PROJECTION_MATRIX, // "projection_matrix"
INVERSE_PROJECTION_MATRIX, // "inv_proj"
MODELVIEW_PROJECTION_MATRIX, // "modelview_projection_matrix"
INVERSE_MODELVIEW_MATRIX, // "inv_modelview"
NORMAL_MATRIX, // "normal_matrix"
TEXTURE_MATRIX0, // "texture_matrix0"
TEXTURE_MATRIX1, // "texture_matrix1"
......@@ -62,7 +61,6 @@ class LLShaderMgr
MULTI_LIGHT_COL, // "light_col"
MULTI_LIGHT_FAR_Z, // "far_z"
PROJECTOR_MATRIX, // "proj_mat"
PROJECTOR_NEAR, // "proj_near"
PROJECTOR_P, // "proj_p"
PROJECTOR_N, // "proj_n"
PROJECTOR_ORIGIN, // "proj_origin"
......@@ -72,7 +70,6 @@ class LLShaderMgr
PROJECTOR_SHADOW_FADE, // "shadow_fade"
PROJECTOR_FOCUS, // "proj_focus"
PROJECTOR_LOD, // "proj_lod"
PROJECTOR_AMBIENT_LOD, // "proj_ambient_lod"
DIFFUSE_COLOR, // "color"
DIFFUSE_MAP, // "diffuseMap"
ALTERNATE_DIFFUSE_MAP, // "altDiffuseMap"
......@@ -139,8 +136,6 @@ class LLShaderMgr
DEFERRED_MOON_DIR, // "moon_dir"
DEFERRED_SHADOW_RES, // "shadow_res"
DEFERRED_PROJ_SHADOW_RES, // "proj_shadow_res"
DEFERRED_DEPTH_CUTOFF, // "depth_cutoff"
DEFERRED_NORM_CUTOFF, // "norm_cutoff"
DEFERRED_SHADOW_TARGET_WIDTH, // "shadow_target_width"
FXAA_TC_SCALE, // "tc_scale"
......@@ -182,7 +177,6 @@ class LLShaderMgr
AVATAR_TRANSLATION, // "translationPalette"
WATER_SCREENTEX, // "screenTex"
WATER_SCREENDEPTH, // "screenDepth"
WATER_REFTEX, // "refTex"
WATER_EYEVEC, // "eyeVec"
WATER_TIME, // "time"
......@@ -201,8 +195,6 @@ class LLShaderMgr
WATER_FRESNEL_OFFSET, // "fresnelOffset"
WATER_BLUR_MULTIPLIER, // "blurMultiplier"
WATER_SUN_ANGLE, // "sunAngle"
WATER_SCALED_ANGLE, // "scaledAngle"
WATER_SUN_ANGLE2, // "sunAngle2"
WL_CAMPOSLOCAL, // "camPosLocal"
// [RLVa:KB] - @setsphere
......@@ -226,15 +218,8 @@ class LLShaderMgr
SHINY_ORIGIN, // "origin"
INSCATTER_RT, // "inscatter"
SUN_SIZE, // "sun_size"
FOG_COLOR, // "fog_color"
// precomputed textures
TRANSMITTANCE_TEX, // "transmittance_texture"
SCATTER_TEX, // "scattering_texture"
SINGLE_MIE_SCATTER_TEX, // "single_mie_scattering_texture"
ILLUMINANCE_TEX, // "irradiance_texture"
BLEND_FACTOR, // "blend_factor"
NO_ATMO, // "no_atmo"
......
......@@ -51,7 +51,6 @@ uniform float cloud_scale;
uniform float cloud_variance;
uniform vec3 camPosLocal;
uniform vec3 sun_dir;
uniform float sun_size;
uniform float far_z;
#if !defined(DEPTH_CLAMP)
......
......@@ -37,8 +37,6 @@ uniform sampler2DRect diffuseRect;
uniform sampler2DRect depthMap;
uniform sampler2D bloomMap;
uniform float depth_cutoff;
uniform float norm_cutoff;
uniform float focal_distance;
uniform float blur_constant;
uniform float tan_pixel_angle;
......
......@@ -43,13 +43,11 @@ uniform sampler2D projectionMap;
uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
uniform float proj_near; //near clip for projection
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
uniform vec3 proj_n;
uniform float proj_focus; //distance from plane to begin blurring
uniform float proj_lod; //(number of mips in proj map)
uniform float proj_range; //range between near clip and far clip plane of projection
uniform float proj_ambient_lod;
uniform float proj_ambiance;
uniform float near_clip;
uniform float far_clip;
......
......@@ -43,13 +43,11 @@ uniform sampler2D projectionMap;
uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
uniform float proj_near; //near clip for projection
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
uniform vec3 proj_n;
uniform float proj_focus; //distance from plane to begin blurring
uniform float proj_lod; //(number of mips in proj map)
uniform float proj_range; //range between near clip and far clip plane of projection
uniform float proj_ambient_lod;
uniform float proj_ambiance;
uniform float near_clip;
uniform float far_clip;
......
......@@ -35,7 +35,6 @@ uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
uniform sampler2D screenTex;
uniform sampler2D refTex;
uniform sampler2D screenDepth;
uniform vec4 fogCol;
uniform vec3 lightDir;
......
......@@ -42,7 +42,6 @@ uniform float blend_factor;
uniform sampler2D screenTex;
uniform sampler2D refTex;
uniform float sunAngle;
uniform float sunAngle2;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float refScale;
......@@ -159,7 +158,7 @@ void main()
color.rgb = mix(fb.rgb, refcol.rgb, df1);
color.rgb += spec * specular;
color.a = spec * sunAngle2;
color.a = spec * sunAngle;
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
......
......@@ -33,7 +33,6 @@ uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
uniform sampler2D screenTex;
uniform sampler2D refTex;
uniform sampler2D screenDepth;
uniform vec4 fogCol;
uniform vec3 lightDir;
......
......@@ -39,7 +39,6 @@ uniform sampler2D screenTex;
uniform sampler2D refTex;
uniform float sunAngle;
uniform float sunAngle2;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float refScale;
......@@ -155,7 +154,7 @@ void main()
color.rgb = atmosTransport(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
color.a = spec * sunAngle2;
color.a = spec * sunAngle;
frag_color = color;
......
......@@ -51,7 +51,6 @@ uniform float cloud_scale;
uniform float cloud_variance;
uniform vec3 camPosLocal;
uniform vec3 sun_dir;
uniform float sun_size;
uniform float far_z;
#if !defined(DEPTH_CLAMP)
......
......@@ -42,13 +42,11 @@ uniform sampler2D projectionMap;
uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
uniform float proj_near; //near clip for projection
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
uniform vec3 proj_n;
uniform float proj_focus; //distance from plane to begin blurring
uniform float proj_lod; //(number of mips in proj map)
uniform float proj_range; //range between near clip and far clip plane of projection
uniform float proj_ambient_lod;
uniform float proj_ambiance;
uniform float near_clip;
uniform float far_clip;
......
......@@ -42,13 +42,11 @@ uniform sampler2D projectionMap;
uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
uniform float proj_near; //near clip for projection
uniform vec3 proj_p; //plane projection is emitting from (in screen space)
uniform vec3 proj_n;
uniform float proj_focus; //distance from plane to begin blurring
uniform float proj_lod; //(number of mips in proj map)
uniform float proj_range; //range between near clip and far clip plane of projection
uniform float proj_ambient_lod;
uniform float proj_ambiance;
uniform float near_clip;
uniform float far_clip;
......
......@@ -583,12 +583,9 @@ void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& li
shader->uniform1f(LLShaderMgr::WATER_BLUR_MULTIPLIER, pwater->getBlurMultiplier());
F32 sunAngle = llmax(0.f, light_dir.mV[1]);
F32 scaledAngle = 1.f - sunAngle;
shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE, sunAngle);
shader->uniform1f(LLShaderMgr::WATER_SCALED_ANGLE, scaledAngle);
shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE2, 0.1f + 0.2f*sunAngle);
shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE, 0.1f + 0.2f * sunAngle);
LLVector4 rotated_light_direction = environment.getRotatedLightNorm();
shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, rotated_light_direction.mV);
......@@ -646,7 +643,6 @@ void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& li
shader->disableTexture(LLShaderMgr::BUMP_MAP);
shader->disableTexture(LLShaderMgr::DIFFUSE_MAP);
shader->disableTexture(LLShaderMgr::WATER_REFTEX);
shader->disableTexture(LLShaderMgr::WATER_SCREENDEPTH);
shader->unbind();
}
......
......@@ -8753,8 +8753,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
shader.uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, mTransformedMoonDir.mV);
shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mShadow[0].getWidth(), mShadow[0].getHeight());
shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mShadow[4].getWidth(), mShadow[4].getHeight());
shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff);
if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0)
{
......@@ -9416,7 +9414,6 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip);
screen_to_light = trans * light_proj * screen_to_light;
shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, FALSE, screen_to_light.m);
shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip);
shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v);
shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v);
shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, screen_origin.v);
......@@ -9487,7 +9484,6 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
shader.uniform1f(LLShaderMgr::PROJECTOR_FOCUS, focus);
shader.uniform1f(LLShaderMgr::PROJECTOR_LOD, lod_range);
shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIENT_LOD, llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f));
}
}
......
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