Commit df5eb1c0 authored by Rye Mutt's avatar Rye Mutt 🍞
Browse files

Remove more dead uniforms from bindDeferredShader

parent 1f5055d7
......@@ -1263,9 +1263,6 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("shadow_matrix");
mReservedUniforms.push_back("env_mat");
mReservedUniforms.push_back("shadow_clip");
mReservedUniforms.push_back("sun_wash");
mReservedUniforms.push_back("shadow_noise");
mReservedUniforms.push_back("blur_size");
mReservedUniforms.push_back("ssao_radius");
mReservedUniforms.push_back("ssao_max_radius");
mReservedUniforms.push_back("ssao_factor");
......
......@@ -118,9 +118,6 @@ class LLShaderMgr
DEFERRED_SHADOW_MATRIX, // "shadow_matrix"
DEFERRED_ENV_MAT, // "env_mat"
DEFERRED_SHADOW_CLIP, // "shadow_clip"
DEFERRED_SUN_WASH, // "sun_wash"
DEFERRED_SHADOW_NOISE, // "shadow_noise"
DEFERRED_BLUR_SIZE, // "blur_size"
DEFERRED_SSAO_RADIUS, // "ssao_radius"
DEFERRED_SSAO_MAX_RADIUS, // "ssao_max_radius"
DEFERRED_SSAO_FACTOR, // "ssao_factor"
......
......@@ -36,7 +36,6 @@ out vec4 frag_color;
uniform sampler2DRect lightMap;
uniform float dist_factor;
uniform float blur_size;
uniform vec2 delta;
uniform vec3 kern[4];
uniform float kern_scale;
......
......@@ -39,7 +39,6 @@ uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform vec3 env_mat[3];
uniform float sun_wash;
uniform int light_count;
uniform vec4 light[LIGHT_COUNT];
uniform vec4 light_col[LIGHT_COUNT];
......
......@@ -53,7 +53,6 @@ uniform float near_clip;
uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
uniform vec3 center;
uniform vec3 color;
......
......@@ -39,7 +39,6 @@ uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform vec3 env_mat[3];
uniform float sun_wash;
uniform vec3 color;
uniform float falloff;
......
......@@ -38,7 +38,6 @@ uniform sampler2D noiseMap;
uniform vec2 kern[32];
uniform float dist_factor;
uniform float blur_size;
uniform vec2 delta;
uniform int kern_length;
uniform float kern_scale;
......
......@@ -41,9 +41,6 @@ uniform sampler2DRect depthMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
uniform float blur_size;
uniform float blur_fidelity;
// Inputs
uniform mat3 env_mat;
......
......@@ -53,7 +53,6 @@ uniform float near_clip;
uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
uniform float size;
uniform vec3 color;
......
......@@ -52,7 +52,6 @@ uniform float near_clip;
uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
......
......@@ -42,9 +42,6 @@ uniform sampler2DRect depthMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
uniform float blur_size;
uniform float blur_fidelity;
// Inputs
uniform mat3 env_mat;
......
......@@ -52,7 +52,6 @@ uniform float near_clip;
uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
......
......@@ -8729,10 +8729,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
}
}
shader.uniform1f(LLShaderMgr::DEFERRED_SUN_WASH, RenderDeferredSunWash);
shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_NOISE, RenderShadowNoise);
shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize);
shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale);
shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, RenderSSAOMaxScale);
......
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