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Alchemy
Alchemy Next
Commits
b6a3d570
Commit
b6a3d570
authored
Sep 18, 2021
by
Rye Mutt
🍞
Browse files
Clean up more dead uniforms
parent
64f7a61c
Changes
10
Hide whitespace changes
Inline
Side-by-side
indra/llrender/llshadermgr.cpp
View file @
b6a3d570
...
...
@@ -1266,7 +1266,6 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms
.
push_back
(
"ssao_radius"
);
mReservedUniforms
.
push_back
(
"ssao_max_radius"
);
mReservedUniforms
.
push_back
(
"ssao_factor"
);
mReservedUniforms
.
push_back
(
"ssao_factor_inv"
);
mReservedUniforms
.
push_back
(
"ssao_effect"
);
mReservedUniforms
.
push_back
(
"screen_res"
);
mReservedUniforms
.
push_back
(
"near_clip"
);
...
...
@@ -1364,10 +1363,6 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms
.
push_back
(
"detail_3"
);
mReservedUniforms
.
push_back
(
"alpha_ramp"
);
mReservedUniforms
.
push_back
(
"origin"
);
mReservedUniforms
.
push_back
(
"fog_color"
);
mReservedUniforms
.
push_back
(
"blend_factor"
);
mReservedUniforms
.
push_back
(
"no_atmo"
);
mReservedUniforms
.
push_back
(
"moisture_level"
);
...
...
@@ -1378,10 +1373,6 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms
.
push_back
(
"moon_brightness"
);
mReservedUniforms
.
push_back
(
"cloud_variance"
);
mReservedUniforms
.
push_back
(
"sh_input_r"
);
mReservedUniforms
.
push_back
(
"sh_input_g"
);
mReservedUniforms
.
push_back
(
"sh_input_b"
);
mReservedUniforms
.
push_back
(
"sun_moon_glow_factor"
);
mReservedUniforms
.
push_back
(
"water_edge"
);
mReservedUniforms
.
push_back
(
"sun_up_factor"
);
...
...
indra/llrender/llshadermgr.h
View file @
b6a3d570
...
...
@@ -121,8 +121,7 @@ class LLShaderMgr
DEFERRED_SSAO_RADIUS
,
// "ssao_radius"
DEFERRED_SSAO_MAX_RADIUS
,
// "ssao_max_radius"
DEFERRED_SSAO_FACTOR
,
// "ssao_factor"
DEFERRED_SSAO_FACTOR_INV
,
// "ssao_factor_inv"
DEFERRED_SSAO_EFFECT
,
DEFERRED_SSAO_EFFECT
,
// "ssao_effect"
DEFERRED_SCREEN_RES
,
// "screen_res"
DEFERRED_NEAR_CLIP
,
// "near_clip"
DEFERRED_SHADOW_OFFSET
,
// "shadow_offset"
...
...
@@ -213,10 +212,6 @@ class LLShaderMgr
TERRAIN_DETAIL3
,
// "detail_3"
TERRAIN_ALPHARAMP
,
// "alpha_ramp"
SHINY_ORIGIN
,
// "origin"
FOG_COLOR
,
// "fog_color"
BLEND_FACTOR
,
// "blend_factor"
NO_ATMO
,
// "no_atmo"
...
...
@@ -227,13 +222,8 @@ class LLShaderMgr
HALO_MAP
,
// "halo_map"
MOON_BRIGHTNESS
,
// "moon_brightness"
CLOUD_VARIANCE
,
// "cloud_variance"
SH_INPUT_L1R
,
// "sh_input_r"
SH_INPUT_L1G
,
// "sh_input_g"
SH_INPUT_L1B
,
// "sh_input_b"
SUN_MOON_GLOW_FACTOR
,
// "sun_moon_glow_factor"
WATER_EDGE_FACTOR
,
// "water_edge"
SUN_UP_FACTOR
,
// "sun_up_factor"
...
...
indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
View file @
b6a3d570
...
...
@@ -30,7 +30,6 @@ uniform sampler2DRect depthMap;
uniform
float
ssao_radius
;
uniform
float
ssao_max_radius
;
uniform
float
ssao_factor
;
uniform
float
ssao_factor_inv
;
uniform
mat4
inv_proj
;
uniform
vec2
screen_res
;
...
...
indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
View file @
b6a3d570
...
...
@@ -32,10 +32,6 @@ uniform mat4 modelview_projection_matrix;
void
calcAtmospherics
(
vec3
inPositionEye
);
uniform
vec4
origin
;
ATTRIBUTE
vec3
position
;
void
passTextureIndex
();
ATTRIBUTE
vec3
normal
;
...
...
indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
View file @
b6a3d570
...
...
@@ -38,7 +38,6 @@ uniform sampler2DRect specularRect;
uniform
sampler2D
noiseMap
;
uniform
sampler2D
lightFunc
;
uniform
vec3
env_mat
[
3
];
uniform
int
light_count
;
uniform
vec4
light
[
LIGHT_COUNT
];
uniform
vec4
light_col
[
LIGHT_COUNT
];
...
...
indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
View file @
b6a3d570
...
...
@@ -38,8 +38,6 @@ uniform sampler2DRect specularRect;
uniform
sampler2D
noiseMap
;
uniform
sampler2D
lightFunc
;
uniform
vec3
env_mat
[
3
];
uniform
vec3
color
;
uniform
float
falloff
;
uniform
float
size
;
...
...
@@ -50,7 +48,6 @@ VARYING vec3 trans_center;
uniform
vec2
screen_res
;
uniform
mat4
inv_proj
;
uniform
vec4
viewport
;
vec3
getNorm
(
vec2
pos_screen
);
vec4
getPosition
(
vec2
pos_screen
);
...
...
indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
View file @
b6a3d570
...
...
@@ -32,10 +32,6 @@ uniform mat4 modelview_projection_matrix;
void
calcAtmospherics
(
vec3
inPositionEye
);
uniform
vec4
origin
;
ATTRIBUTE
vec3
position
;
void
passTextureIndex
();
ATTRIBUTE
vec3
normal
;
...
...
indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
View file @
b6a3d570
...
...
@@ -43,8 +43,6 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
void
calcAtmospherics
(
vec3
inPositionEye
);
uniform
vec4
origin
;
void
main
()
{
//transform vertex
...
...
indra/newview/lldrawpoolbump.cpp
View file @
b6a3d570
...
...
@@ -384,14 +384,6 @@ void LLDrawPoolBump::bindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& di
{
if
(
!
invisible
&&
shader
)
{
LLMatrix4
mat
;
mat
.
initRows
(
LLVector4
(
gGLModelView
+
0
),
LLVector4
(
gGLModelView
+
4
),
LLVector4
(
gGLModelView
+
8
),
LLVector4
(
gGLModelView
+
12
));
LLVector3
vec
=
LLVector3
(
gShinyOrigin
)
*
mat
;
LLVector4
vec4
(
vec
,
gShinyOrigin
.
mV
[
3
]);
shader
->
uniform4fv
(
LLViewerShaderMgr
::
SHINY_ORIGIN
,
1
,
vec4
.
mV
);
if
(
shader_level
>
1
)
{
cube_map
->
setMatrix
(
1
);
...
...
@@ -539,11 +531,6 @@ void LLDrawPoolBump::beginFullbrightShiny()
LLCubeMap
*
cube_map
=
gSky
.
mVOSkyp
?
gSky
.
mVOSkyp
->
getCubeMap
()
:
NULL
;
if
(
cube_map
)
{
LLMatrix4
mat
;
mat
.
initRows
(
LLVector4
(
gGLModelView
+
0
),
LLVector4
(
gGLModelView
+
4
),
LLVector4
(
gGLModelView
+
8
),
LLVector4
(
gGLModelView
+
12
));
shader
->
bind
();
if
(
LLPipeline
::
sRenderingHUDs
)
{
...
...
@@ -554,10 +541,6 @@ void LLDrawPoolBump::beginFullbrightShiny()
shader
->
uniform1i
(
LLShaderMgr
::
NO_ATMO
,
0
);
}
LLVector3
vec
=
LLVector3
(
gShinyOrigin
)
*
mat
;
LLVector4
vec4
(
vec
,
gShinyOrigin
.
mV
[
3
]);
shader
->
uniform4fv
(
LLViewerShaderMgr
::
SHINY_ORIGIN
,
1
,
vec4
.
mV
);
cube_map
->
setMatrix
(
1
);
// Make sure that texture coord generation happens for tex unit 1, as that's the one we use for
// the cube map in the one pass shiny shaders
...
...
indra/newview/pipeline.cpp
View file @
b6a3d570
...
...
@@ -291,9 +291,6 @@ static LLTrace::BlockTimerStatHandle FTM_STATESORT_POSTSORT("Post Sort");
static
LLStaticHashedString
sTint
(
"tint"
);
static
LLStaticHashedString
sAmbiance
(
"ambiance"
);
static
LLStaticHashedString
sAlphaScale
(
"alpha_scale"
);
static
LLStaticHashedString
sNormMat
(
"norm_mat"
);
static
LLStaticHashedString
sOffset
(
"offset"
);
static
LLStaticHashedString
sScreenRes
(
"screenRes"
);
static
LLStaticHashedString
sDelta
(
"delta"
);
static
LLStaticHashedString
sDistFactor
(
"dist_factor"
);
static
LLStaticHashedString
sKern
(
"kern"
);
...
...
@@ -8599,14 +8596,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
shader
.
uniformMatrix4fv
(
LLShaderMgr
::
INVERSE_PROJECTION_MATRIX
,
1
,
FALSE
,
inv_proj
.
getF32ptr
());
}
if
(
shader
.
getUniformLocation
(
LLShaderMgr
::
VIEWPORT
)
!=
-
1
)
{
shader
.
uniform4f
(
LLShaderMgr
::
VIEWPORT
,
(
F32
)
gGLViewport
[
0
],
(
F32
)
gGLViewport
[
1
],
(
F32
)
gGLViewport
[
2
],
(
F32
)
gGLViewport
[
3
]);
}
if
(
sReflectionRender
&&
!
shader
.
getUniformLocation
(
LLShaderMgr
::
MODELVIEW_MATRIX
))
{
shader
.
uniformMatrix4fv
(
LLShaderMgr
::
MODELVIEW_MATRIX
,
1
,
FALSE
,
mReflectionModelView
.
m
);
...
...
@@ -8747,7 +8736,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
F32
ssao_factor
=
RenderSSAOFactor
;
shader
.
uniform1f
(
LLShaderMgr
::
DEFERRED_SSAO_FACTOR
,
ssao_factor
);
shader
.
uniform1f
(
LLShaderMgr
::
DEFERRED_SSAO_FACTOR_INV
,
1.0
/
ssao_factor
);
LLVector3
ssao_effect
=
RenderSSAOEffect
;
shader
.
uniform1f
(
LLShaderMgr
::
DEFERRED_SSAO_EFFECT
,
ssao_effect
[
0
]);
...
...
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