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Alchemy
Alchemy Next
Commits
89044138
Commit
89044138
authored
Sep 18, 2021
by
Rye Mutt
🍞
Browse files
Remove dead class3 windlight shaders
parent
8d00abd2
Changes
5
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indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl
deleted
100644 → 0
View file @
8d00abd2
/**
* @file class3\wl\advancedAtmoF.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
in
vec3
view_dir
;
uniform
vec3
cameraPosLocal
;
uniform
vec3
sun_dir
;
uniform
float
sun_size
;
uniform
sampler2D
transmittance_texture
;
uniform
sampler3D
scattering_texture
;
uniform
sampler3D
mie_scattering_texture
;
uniform
sampler2D
irradiance_texture
;
vec3
GetSolarLuminance
();
vec3
GetSkyLuminance
(
vec3
camPos
,
vec3
view_dir
,
float
shadow_length
,
vec3
sun_dir
,
out
vec3
transmittance
);
vec3
GetSkyLuminanceToPoint
(
vec3
camPos
,
vec3
pos
,
float
shadow_length
,
vec3
sun_dir
,
out
vec3
transmittance
);
vec3
GetSunAndSkyIlluminance
(
vec3
pos
,
vec3
norm
,
vec3
sun_dir
,
out
vec3
sky_irradiance
);
void
main
()
{
vec3
view_direction
=
normalize
(
view_dir
);
vec3
camPos
=
cameraPosLocal
;
vec3
transmittance
;
vec3
sky_illum
;
vec3
radiance
=
GetSkyLuminance
(
camPos
,
view_direction
,
0
.
0
f
,
sun_dir
,
transmittance
);
vec3
radiance2
=
GetSunAndSkyIlluminance
(
camPos
,
view_direction
,
sun_dir
,
sky_illum
);
//radiance *= transmittance;
// If the view ray intersects the Sun, add the Sun radiance.
if
(
dot
(
view_direction
,
sun_dir
)
>=
sun_size
)
{
radiance
=
radiance
+
transmittance
*
GetSolarLuminance
();
}
//vec3 color = vec3(1.0) - exp(-radiance);
//color = pow(color, vec3(1.0 / 2.2));
frag_color
.
rgb
=
radiance
;
frag_color
.
a
=
1
.
0
;
}
indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl
deleted
100644 → 0
View file @
8d00abd2
/**
* @file class3\wl\advancedAtmoV.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
;
// Inputs
uniform
vec3
camPosLocal
;
out
vec3
view_dir
;
void
main
()
{
// World / view / projection
gl_Position
=
modelview_projection_matrix
*
vec4
(
position
.
xyz
,
1
.
0
);
// this will be normalized in the frag shader...
view_dir
=
position
.
xyz
-
camPosLocal
.
xyz
;
}
indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
deleted
100644 → 0
View file @
8d00abd2
/**
* @file class3\wl\atmosphericsF.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
* $/LicenseInfo$
*/
vec3
getAdditiveColor
();
vec3
getAtmosAttenuation
();
vec3
scaleSoftClipFrag
(
vec3
light
);
uniform
int
no_atmo
;
vec3
atmosFragLighting
(
vec3
light
,
vec3
additive
,
vec3
atten
)
{
if
(
no_atmo
==
1
)
{
return
light
;
}
light
*=
atten
.
r
;
light
+=
additive
;
return
light
*
2
.
0
;
}
vec3
atmosLighting
(
vec3
light
)
{
return
atmosFragLighting
(
light
,
getAdditiveColor
(),
getAtmosAttenuation
());
}
indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
deleted
100644 → 0
View file @
8d00abd2
/**
* @file class3\wl\atmosphericsV.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
* $/LicenseInfo$
*/
// VARYING param funcs
void
setSunlitColor
(
vec3
v
);
void
setAmblitColor
(
vec3
v
);
void
setAdditiveColor
(
vec3
v
);
void
setAtmosAttenuation
(
vec3
v
);
void
setPositionEye
(
vec3
v
);
vec3
getAdditiveColor
();
void
calcAtmosphericVars
(
vec3
inPositionEye
,
vec3
light_dir
,
float
ambFactor
,
out
vec3
sunlit
,
out
vec3
amblit
,
out
vec3
additive
,
out
vec3
atten
,
bool
use_ao
);
void
calcAtmospherics
(
vec3
inPositionEye
)
{
vec3
P
=
inPositionEye
;
setPositionEye
(
P
);
vec3
tmpsunlit
=
vec3
(
1
);
vec3
tmpamblit
=
vec3
(
1
);
vec3
tmpaddlit
=
vec3
(
1
);
vec3
tmpattenlit
=
vec3
(
1
);
calcAtmosphericVars
(
inPositionEye
,
vec3
(
0
),
1
,
tmpsunlit
,
tmpamblit
,
tmpaddlit
,
tmpattenlit
,
true
);
setSunlitColor
(
tmpsunlit
);
setAmblitColor
(
tmpamblit
);
setAdditiveColor
(
tmpaddlit
);
setAtmosAttenuation
(
tmpattenlit
);
}
indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
deleted
100644 → 0
View file @
8d00abd2
/**
* @file class3\wl\transportF.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
* $/LicenseInfo$
*/
//////////////////////////////////////////////////////////
// The fragment shader for the terrain atmospherics
//////////////////////////////////////////////////////////
vec3
getAdditiveColor
();
vec3
getAtmosAttenuation
();
uniform
int
no_atmo
;
vec3
atmosTransportFrag
(
vec3
light
,
vec3
additive
,
vec3
atten
)
{
if
(
no_atmo
==
1
)
{
return
light
;
}
// fullbright responds minimally to atmos scatter effects
light
*=
min
(
15
.
0
*
atten
.
r
,
1
.
0
);
light
+=
(
0
.
1
*
additive
);
return
light
*
2
.
0
;
}
vec3
atmosTransport
(
vec3
light
)
{
return
atmosTransportFrag
(
light
,
getAdditiveColor
(),
getAtmosAttenuation
());
}
vec3
fullbrightAtmosTransportFrag
(
vec3
light
,
vec3
additive
,
vec3
atten
)
{
float
brightness
=
dot
(
light
.
rgb
,
vec3
(
0
.
33333
));
return
vec3
(
1
,
0
,
1
);
//return atmosTransportFrag(light * 0.5, additive * (brightness * 0.5 + 0.5), atten);
}
vec3
fullbrightAtmosTransport
(
vec3
light
)
{
return
atmosTransportFrag
(
light
,
getAdditiveColor
(),
getAtmosAttenuation
());
}
vec3
fullbrightShinyAtmosTransport
(
vec3
light
)
{
float
brightness
=
dot
(
light
.
rgb
,
vec3
(
0
.
33333
));
return
atmosTransportFrag
(
light
*
0
.
5
,
getAdditiveColor
()
*
(
brightness
*
brightness
),
getAtmosAttenuation
());
}
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