diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 4a8ca8373ad73a466ea72c5de0ff3882dcbbd57d..4f8923c6799845b9a93966dfca36bdc07f61272e 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -403,11 +403,6 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString>* attributes, llassert_always(!mShaderFiles.empty()); -#if LL_DARWIN - // work-around missing mix(vec3,vec3,bvec3) - mDefines["OLD_SELECT"] = "1"; -#endif - mShaderHash = hash(); // Create program diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 6c133b204dca3af602c64869a7facefe899b49f1..c155d92e6a2b5d1daf85b95f59d85b0eca5be4e7 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -475,14 +475,6 @@ void LLShaderMgr::dumpObjectLog(GLuint ret, BOOL warns, const std::string& filen GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, std::map<std::string, std::string>* defines, S32 texture_index_channels) { -// endsure work-around for missing GLSL funcs gets propogated to feature shader files (e.g. srgbF.glsl) -#if LL_DARWIN - if (defines) - { - (*defines)["OLD_SELECT"] = "1"; - } -#endif - GLenum error = GL_NO_ERROR; error = glGetError(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 6aeb0f66fa2ce1c32d6eb833399716ea09845f89..0e3023876df39a16b7d0686f0988d266e88b3d60 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -198,11 +198,7 @@ float getDepth(vec2 pos_screen) vec4 getTexture2DLodAmbient(vec2 tc, float lod) { -#ifndef FXAA_GLSL_120 vec4 ret = textureLod(projectionMap, tc, lod); -#else - vec4 ret = texture(projectionMap, tc); -#endif ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = tc-vec2(0.5); @@ -214,11 +210,7 @@ vec4 getTexture2DLodAmbient(vec2 tc, float lod) vec4 getTexture2DLodDiffuse(vec2 tc, float lod) { -#ifndef FXAA_GLSL_120 vec4 ret = textureLod(projectionMap, tc, lod); -#else - vec4 ret = texture(projectionMap, tc); -#endif ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -261,11 +253,7 @@ vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv) vec4 texture2DLodSpecular(vec2 tc, float lod) { -#ifndef FXAA_GLSL_120 vec4 ret = textureLod(projectionMap, tc, lod); -#else - vec4 ret = texture(projectionMap, tc); -#endif ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl index 31b02377da73fa09ce1a9b5983fa0224beca0306..b866a7ed3f235b39de58d52d7293e7f539f65608 100644 --- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl @@ -31,16 +31,7 @@ vec3 srgb_to_linear(vec3 cs) vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); bvec3 lte = lessThanEqual(cs,vec3(0.04045)); -#ifdef OLD_SELECT - vec3 result; - result.r = lte.r ? low_range.r : high_range.r; - result.g = lte.g ? low_range.g : high_range.g; - result.b = lte.b ? low_range.b : high_range.b; - return result; -#else return mix(high_range, low_range, lte); -#endif - } vec3 linear_to_srgb(vec3 cl) @@ -50,16 +41,7 @@ vec3 linear_to_srgb(vec3 cl) vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; bvec3 lt = lessThan(cl,vec3(0.0031308)); -#ifdef OLD_SELECT - vec3 result; - result.r = lt.r ? low_range.r : high_range.r; - result.g = lt.g ? low_range.g : high_range.g; - result.b = lt.b ? low_range.b : high_range.b; - return result; -#else return mix(high_range, low_range, lt); -#endif - } vec3 ColorFromRadiance(vec3 radiance)