Commit be31b047 authored by Rye Mutt's avatar Rye Mutt 🍞
Browse files

Remove more dead shader code

parent 210940b2
......@@ -81,7 +81,6 @@ LLShaderFeatures::LLShaderFeatures()
, hasSrgb(false)
, encodesNormal(false)
, isDeferred(false)
, hasIndirect(false)
, hasShadows(false)
, hasAmbientOcclusion(false)
, mIndexedTextureChannels(0)
......
......@@ -55,7 +55,6 @@ class LLShaderFeatures
bool hasSrgb;
bool encodesNormal;
bool isDeferred;
bool hasIndirect;
S32 mIndexedTextureChannels;
bool disableTextureIndex;
bool hasAlphaMask;
......
......@@ -221,14 +221,6 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
if (features->hasIndirect)
{
if (!shader->attachFragmentObject("deferred/indirect.glsl"))
{
return FALSE;
}
}
if (features->hasGamma)
{
if (!shader->attachFragmentObject("windlight/gammaF.glsl"))
......
/**
* @file class1/deferred/indirect.glsl
*
* $LicenseInfo:firstyear=2018&license=viewerlgpl$
* 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 getIndirect(vec3 ambient, vec3 norm, vec3 pos, vec2 pos_screen)
{
return ambient;
}
/**
* @file class2/deferred/indirect.glsl
*
* $LicenseInfo:firstyear=2018&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
vec3 getIndirect(vec3 ambient, vec3 norm, vec4 pos, vec2 pos_screen)
{
return ambient * calcAmbientOcclusion(pos, norm, pos_screen);
}
/**
* @file class3/deferred/indirect.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2011, 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]*/
uniform sampler2D sh_input_r;
uniform sampler2D sh_input_g;
uniform sampler2D sh_input_b;
vec3 GetIndirect(vec3 norm)
{
vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265));
vec4 l1r = texture2D(sh_input_r, vec2(0,0));
vec4 l1g = texture2D(sh_input_g, vec2(0,0));
vec4 l1b = texture2D(sh_input_b, vec2(0,0));
vec3 indirect = vec3(dot(l1r, l1tap * vec4(1, norm.xyz)),
dot(l1g, l1tap * vec4(1, norm.xyz)),
dot(l1b, l1tap * vec4(1, norm.xyz)));
indirect = clamp(indirect, vec3(0), vec3(1.0));
return indirect;
}
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