Fixed extra post-process shaders. Cleaned up and no longer using deprecated functions.
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@@ -830,8 +830,7 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
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//if (success)
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{
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vector<string> shaderUniforms;
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shaderUniforms.reserve(7);
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shaderUniforms.push_back("RenderTexture");
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shaderUniforms.reserve(6);
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shaderUniforms.push_back("gamma");
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shaderUniforms.push_back("brightness");
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shaderUniforms.push_back("contrast");
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@@ -842,18 +841,20 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
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gPostColorFilterProgram.mName = "Color Filter Shader (Post)";
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gPostColorFilterProgram.mShaderFiles.clear();
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gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/colorFilterF.glsl", GL_FRAGMENT_SHADER_ARB));
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gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/onetexturenocolor.glsl", GL_VERTEX_SHADER_ARB));
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gPostColorFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB));
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gPostColorFilterProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
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/*success = */gPostColorFilterProgram.createShader(NULL, &shaderUniforms);
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if(gPostColorFilterProgram.createShader(NULL, &shaderUniforms))
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{
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gPostColorFilterProgram.bind();
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gPostColorFilterProgram.uniform1i("tex0", 0);
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}
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}
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//load Night Vision Shader
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//if (success)
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{
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vector<string> shaderUniforms;
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shaderUniforms.reserve(5);
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shaderUniforms.push_back("RenderTexture");
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shaderUniforms.push_back("NoiseTexture");
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shaderUniforms.reserve(3);
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shaderUniforms.push_back("brightMult");
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shaderUniforms.push_back("noiseStrength");
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shaderUniforms.push_back("lumWeights");
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@@ -861,27 +862,33 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
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gPostNightVisionProgram.mName = "Night Vision Shader (Post)";
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gPostNightVisionProgram.mShaderFiles.clear();
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gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/nightVisionF.glsl", GL_FRAGMENT_SHADER_ARB));
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gPostNightVisionProgram.mShaderFiles.push_back(make_pair("interface/twotextureadd.glsl", GL_VERTEX_SHADER_ARB));
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gPostNightVisionProgram.mShaderFiles.push_back(make_pair("interface/twotextureaddV.glsl", GL_VERTEX_SHADER_ARB));
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gPostNightVisionProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
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/*success = */gPostNightVisionProgram.createShader(NULL, &shaderUniforms);
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if(gPostNightVisionProgram.createShader(NULL, &shaderUniforms))
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{
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gPostNightVisionProgram.bind();
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gPostNightVisionProgram.uniform1i("tex0", 0);
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gPostNightVisionProgram.uniform1i("tex1", 1);
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}
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}
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//if (success)
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{
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vector<string> shaderUniforms;
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shaderUniforms.reserve(2);
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shaderUniforms.push_back("RenderTexture");
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shaderUniforms.reserve(1);
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shaderUniforms.push_back("horizontalPass");
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gPostGaussianBlurProgram.mName = "Gaussian Blur Shader (Post)";
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gPostGaussianBlurProgram.mShaderFiles.clear();
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gPostGaussianBlurProgram.mShaderFiles.push_back(make_pair("effects/gaussBlurF.glsl", GL_FRAGMENT_SHADER_ARB));
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gPostGaussianBlurProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolor.glsl", GL_VERTEX_SHADER_ARB));
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gPostGaussianBlurProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB));
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gPostGaussianBlurProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
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/*success = */gPostGaussianBlurProgram.createShader(NULL, &shaderUniforms);
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if(gPostGaussianBlurProgram.createShader(NULL, &shaderUniforms))
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{
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gPostGaussianBlurProgram.bind();
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gPostGaussianBlurProgram.uniform1i("tex0", 0);
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}
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}
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#endif
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return success;
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