Removed TT_RECT_TEXTURE and removed unnecessary shaders.

This commit is contained in:
Shyotl
2017-02-17 23:37:46 -06:00
parent 983a7e31dc
commit 5e501b9611
59 changed files with 338 additions and 957 deletions

View File

@@ -1,67 +0,0 @@
/**
* @file debugF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
//#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform sampler2DRect depthMap;
VARYING vec2 tc0;
VARYING vec2 tc1;
VARYING vec2 tc2;
VARYING vec2 tc3;
VARYING vec2 tc4;
VARYING vec2 tc5;
VARYING vec2 tc6;
VARYING vec2 tc7;
VARYING vec2 tc8;
void main()
{
vec4 depth1 =
vec4(texture2DRect(depthMap, tc0).r,
texture2DRect(depthMap, tc1).r,
texture2DRect(depthMap, tc2).r,
texture2DRect(depthMap, tc3).r);
vec4 depth2 =
vec4(texture2DRect(depthMap, tc4).r,
texture2DRect(depthMap, tc5).r,
texture2DRect(depthMap, tc6).r,
texture2DRect(depthMap, tc7).r);
depth1 = min(depth1, depth2);
float depth = min(depth1.x, depth1.y);
depth = min(depth, depth1.z);
depth = min(depth, depth1.w);
depth = min(depth, texture2DRect(depthMap, tc8).r);
gl_FragDepth = depth;
}

View File

@@ -27,8 +27,6 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
uniform vec2 screen_res;
uniform vec2 delta;
VARYING vec2 tc0;
@@ -45,7 +43,7 @@ void main()
{
gl_Position = vec4(position, 1.0);
vec2 tc = (position.xy*0.5+0.5)*screen_res;
vec2 tc = (position.xy*0.5+0.5);
tc0 = tc+vec2(-delta.x,-delta.y);
tc1 = tc+vec2(0,-delta.y);
tc2 = tc+vec2(delta.x,-delta.y);

View File

@@ -32,7 +32,7 @@ out vec4 frag_color;
//#extension GL_ARB_texture_rectangle : enable
uniform sampler2D glowMap;
uniform sampler2DRect screenMap;
uniform sampler2D screenMap;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
@@ -40,5 +40,5 @@ VARYING vec2 vary_texcoord1;
void main()
{
frag_color = texture2D(glowMap, vary_texcoord1.xy) +
texture2DRect(screenMap, vary_texcoord0.xy);
texture2D(screenMap, vary_texcoord0.xy);
}

View File

@@ -31,14 +31,13 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
uniform sampler2D diffuseRect;
uniform vec2 screen_res;
VARYING vec2 vary_tc;
void main()
{
vec3 col = texture2DRect(diffuseRect, vary_tc*screen_res).rgb;
vec3 col = texture2D(diffuseRect, vary_tc).rgb;
frag_color = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144)));
}

View File

@@ -31,12 +31,12 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
uniform sampler2DRect screenMap;
uniform sampler2D screenMap;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
void main()
{
frag_color = texture2DRect(screenMap, vary_texcoord0.xy) * vertex_color;
frag_color = texture2D(screenMap, vary_texcoord0.xy) * vertex_color;
}