From 85cdafe7ce7077f558841bd1599af2627185232d Mon Sep 17 00:00:00 2001
From: Rye Mutt <rye@alchemyviewer.org>
Date: Thu, 28 Jan 2021 05:06:05 -0500
Subject: [PATCH] Dead code

---
 indra/llrender/llgl.cpp           | 5 -----
 indra/llrender/llgl.h             | 3 ---
 indra/newview/lldrawpoolwater.cpp | 1 -
 3 files changed, 9 deletions(-)

diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp
index eaab5571a1f..78b7e38d51d 100644
--- a/indra/llrender/llgl.cpp
+++ b/indra/llrender/llgl.cpp
@@ -146,10 +146,6 @@ void ll_close_fail_log()
 	gFailLog.close();
 }
 
-LLMatrix4 gGLObliqueProjectionInverse;
-
-#define LL_GL_NAME_POOLING 0
-
 std::list<LLGLUpdate*> LLGLUpdate::sGLQ;
 
 LLGLManager gGLManager;
@@ -1871,7 +1867,6 @@ void LLGLUserClipPlane::setPlane(F32 a, F32 b, F32 c, F32 d)
     gGL.matrixMode(LLRender::MM_PROJECTION);
 	gGL.pushMatrix();
     gGL.loadMatrix(newP.m);
-	gGLObliqueProjectionInverse = LLMatrix4(newP.inverse().transpose().m);
     gGL.matrixMode(LLRender::MM_MODELVIEW);
 }
 
diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h
index f72c724386e..b1379ecff68 100644
--- a/indra/llrender/llgl.h
+++ b/indra/llrender/llgl.h
@@ -350,7 +350,6 @@ class LLGLDisable : public LLGLState
   GL_MODELVIEW_MATRIX is active whenever program execution
   leaves this class.
   Does not stack.
-  Caches inverse of projection matrix used in gGLObliqueProjectionInverse
 */
 class LLGLUserClipPlane 
 {
@@ -445,8 +444,6 @@ class LLGLSyncFence : public LLGLFence
 	void wait();
 };
 
-extern LLMatrix4 gGLObliqueProjectionInverse;
-
 #include "llglstates.h"
 
 void init_glstates();
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index d2cde6fc381..c3352c8b3af 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -561,7 +561,6 @@ void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& li
 
     shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, fog_color.mV);
 
-	//shader->uniformMatrix4fv("inverse_ref", 1, GL_FALSE, (GLfloat*) gGLObliqueProjectionInverse.mMatrix);
 	shader->uniform1f(LLShaderMgr::WATER_WATERHEIGHT, eyedepth);
 	shader->uniform1f(LLShaderMgr::WATER_TIME, sTime);
 	shader->uniform3fv(LLShaderMgr::WATER_EYEVEC, 1, viewerCamera.getOrigin().mV);
-- 
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