Skip to content
GitLab
Menu
Projects
Groups
Snippets
/
Help
Help
Support
Community forum
Keyboard shortcuts
?
Submit feedback
Sign in / Register
Toggle navigation
Menu
Open sidebar
Alchemy
Alchemy Next
Commits
64f7a61c
Commit
64f7a61c
authored
Sep 18, 2021
by
Rye Mutt
🍞
Browse files
Remove dead shader
parent
e8878c4c
Changes
1
Hide whitespace changes
Inline
Side-by-side
indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
deleted
100644 → 0
View file @
e8878c4c
/**
* @file postgiF.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_color
;
#else
#define frag_color gl_FragColor
#endif
uniform
sampler2DRect
depthMap
;
uniform
sampler2DRect
normalMap
;
uniform
sampler2DRect
giLightMap
;
uniform
sampler2D
noiseMap
;
uniform
vec2
kern
[
32
];
uniform
float
dist_factor
;
uniform
vec2
delta
;
uniform
int
kern_length
;
uniform
float
kern_scale
;
uniform
vec3
blur_quad
;
VARYING
vec2
vary_fragcoord
;
uniform
mat4
inv_proj
;
uniform
vec2
screen_res
;
vec4
getPosition
(
vec2
pos_screen
);
void
main
()
{
vec3
norm
=
texture2DRect
(
normalMap
,
vary_fragcoord
.
xy
).
xyz
;
norm
=
vec3
((
norm
.
xy
-
0
.
5
)
*
2
.
0
,
norm
.
z
);
// unpack norm
vec3
pos
=
getPosition
(
vary_fragcoord
.
xy
).
xyz
;
vec3
ccol
=
texture2DRect
(
giLightMap
,
vary_fragcoord
.
xy
).
rgb
;
vec2
dlt
=
kern_scale
*
delta
/
(
1
.
0
+
norm
.
xy
*
norm
.
xy
);
dlt
/=
max
(
-
pos
.
z
*
dist_factor
,
1
.
0
);
float
defined_weight
=
kern
[
0
].
x
;
vec3
col
=
vec3
(
0
.
0
);
for
(
int
i
=
0
;
i
<
kern_length
;
i
++
)
{
vec2
tc
=
vary_fragcoord
.
xy
+
kern
[
i
].
y
*
dlt
;
vec3
sampNorm
=
texture2DRect
(
normalMap
,
tc
.
xy
).
xyz
;
sampNorm
=
vec3
((
sampNorm
.
xy
-
0
.
5
)
*
2
.
0
,
sampNorm
.
z
);
// unpack norm
float
d
=
dot
(
norm
.
xyz
,
sampNorm
);
if
(
d
>
0
.
8
)
{
vec3
samppos
=
getPosition
(
tc
.
xy
).
xyz
;
samppos
-=
pos
;
if
(
dot
(
samppos
,
samppos
)
<
-
0
.
05
*
pos
.
z
)
{
col
+=
texture2DRect
(
giLightMap
,
tc
).
rgb
*
kern
[
i
].
x
;
defined_weight
+=
kern
[
i
].
x
;
}
}
}
col
/=
defined_weight
;
//col = ccol;
col
=
col
*
col
*
blur_quad
.
x
+
col
*
blur_quad
.
y
+
blur_quad
.
z
;
frag_color
.
rgb
=
col
;
#ifdef IS_AMD_CARD
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
vec2
dummy1
=
kern
[
0
];
vec2
dummy2
=
kern
[
31
];
#endif
}
Write
Preview
Supports
Markdown
0%
Try again
or
attach a new file
.
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment