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Alchemy
Alchemy Next
Commits
df5eb1c0
Commit
df5eb1c0
authored
Sep 18, 2021
by
Rye Mutt
🍞
Browse files
Remove more dead uniforms from bindDeferredShader
parent
1f5055d7
Changes
13
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Inline
Side-by-side
indra/llrender/llshadermgr.cpp
View file @
df5eb1c0
...
...
@@ -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"
);
...
...
indra/llrender/llshadermgr.h
View file @
df5eb1c0
...
...
@@ -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"
...
...
indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
View file @
df5eb1c0
...
...
@@ -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
;
...
...
indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
View file @
df5eb1c0
...
...
@@ -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
];
...
...
indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
View file @
df5eb1c0
...
...
@@ -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
;
...
...
indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
View file @
df5eb1c0
...
...
@@ -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
;
...
...
indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
View file @
df5eb1c0
...
...
@@ -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
;
...
...
indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
View file @
df5eb1c0
...
...
@@ -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
;
...
...
indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
View file @
df5eb1c0
...
...
@@ -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
;
...
...
indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
View file @
df5eb1c0
...
...
@@ -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
;
...
...
indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
View file @
df5eb1c0
...
...
@@ -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
;
...
...
indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
View file @
df5eb1c0
...
...
@@ -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
;
...
...
indra/newview/pipeline.cpp
View file @
df5eb1c0
...
...
@@ -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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