A little bit of postprocess shader tinkering.
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@@ -172,7 +172,8 @@ LLGLSLShader gPostNightVisionProgram(LLViewerShaderMgr::SHADER_EFFECT); //Not
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LLGLSLShader gPostGaussianBlurProgram(LLViewerShaderMgr::SHADER_EFFECT); //Not in mShaderList
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LLGLSLShader gPostPosterizeProgram(LLViewerShaderMgr::SHADER_EFFECT); //Not in mShaderList
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LLGLSLShader gPostMotionBlurProgram(LLViewerShaderMgr::SHADER_EFFECT); //Not in mShaderList
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LLGLSLShader gPostVignetteProgram(LLViewerShaderMgr::SHADER_EFFECT); //Not in mShaderList
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// Deferred rendering shaders
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LLGLSLShader gDeferredImpostorProgram(LLViewerShaderMgr::SHADER_DEFERRED);
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LLGLSLShader gDeferredWaterProgram(LLViewerShaderMgr::SHADER_DEFERRED); //calculatesAtmospherics
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@@ -908,7 +909,6 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
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shaderUniforms.push_back("contrast");
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shaderUniforms.push_back("contrastBase");
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shaderUniforms.push_back("saturation");
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shaderUniforms.push_back("lumWeights");
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gPostColorFilterProgram.mName = "Color Filter Shader (Post)";
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gPostColorFilterProgram.mShaderFiles.clear();
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@@ -929,7 +929,6 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
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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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gPostNightVisionProgram.mName = "Night Vision Shader (Post)";
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gPostNightVisionProgram.mShaderFiles.clear();
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@@ -998,6 +997,26 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
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gPostMotionBlurProgram.uniform1i("tex1", 1);
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}
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}
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{
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vector<string> shaderUniforms;
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shaderUniforms.reserve(3);
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shaderUniforms.push_back("vignette_darkness");
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shaderUniforms.push_back("vignette_radius");
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shaderUniforms.push_back("screen_res");
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gPostVignetteProgram.mName = "Vignette Shader (Post)";
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gPostVignetteProgram.mShaderFiles.clear();
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gPostVignetteProgram.mShaderFiles.push_back(make_pair("effects/VignetteF.glsl", GL_FRAGMENT_SHADER_ARB));
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gPostVignetteProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB));
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gPostVignetteProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
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if(gPostVignetteProgram.createShader(NULL, &shaderUniforms))
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{
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gPostVignetteProgram.bind();
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gPostVignetteProgram.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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