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Remove unused linear_to_srgb function from several shaders.
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Shyotl committed Jan 29, 2015
1 parent c094314 commit 7c636c6
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Showing 5 changed files with 0 additions and 96 deletions.
Expand Up @@ -102,26 +102,6 @@ vec3 srgb_to_linear(vec3 cs)

}

vec3 linear_to_srgb(vec3 cl)
{
cl = clamp(cl, vec3(0), vec3(1));
vec3 low_range = cl * 12.92;
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

}


vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
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19 changes: 0 additions & 19 deletions indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
Expand Up @@ -103,25 +103,6 @@ vec3 srgb_to_linear(vec3 cs)

}

vec3 linear_to_srgb(vec3 cl)
{
cl = clamp(cl, vec3(0), vec3(1));
vec3 low_range = cl * 12.92;
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

}

vec4 correctWithGamma(vec4 col)
{
return vec4(srgb_to_linear(col.rgb), col.a);
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19 changes: 0 additions & 19 deletions indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
Expand Up @@ -85,25 +85,6 @@ vec3 srgb_to_linear(vec3 cs)

}

vec3 linear_to_srgb(vec3 cl)
{
cl = clamp(cl, vec3(0), vec3(1));
vec3 low_range = cl * 12.92;
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

}

vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
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Expand Up @@ -87,25 +87,6 @@ vec3 srgb_to_linear(vec3 cs)

}

vec3 linear_to_srgb(vec3 cl)
{
cl = clamp(cl, vec3(0), vec3(1));
vec3 low_range = cl * 12.92;
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

}

vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
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19 changes: 0 additions & 19 deletions indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
Expand Up @@ -104,25 +104,6 @@ vec3 srgb_to_linear(vec3 cs)

}

vec3 linear_to_srgb(vec3 cl)
{
cl = clamp(cl, vec3(0), vec3(1));
vec3 low_range = cl * 12.92;
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

}

vec4 correctWithGamma(vec4 col)
{
return vec4(srgb_to_linear(col.rgb), col.a);
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