Dirty patch Intel HD4000 shader-confusion
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@@ -451,6 +451,7 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
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gGL.getTexUnit(0)->bind(image, true);
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gGL.color4fv(color.mV);
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gGL.diffuseColor4fv(color.mV); //workaround: Intel HD 4000
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const S32 NUM_VERTICES = 9 * 4; // 9 quads
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LLVector2 uv[NUM_VERTICES];
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@@ -0,0 +1,42 @@
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/**
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* @file solidcolorV.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform mat4 modelview_projection_matrix;
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uniform vec4 color;
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ATTRIBUTE vec3 position;
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ATTRIBUTE vec2 texcoord0;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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void main()
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{
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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vertex_color = color;
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vary_texcoord0 = texcoord0;
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}
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@@ -2565,6 +2565,11 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
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{
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gSolidColorProgram.mName = "Solid Color Shader";
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gSolidColorProgram.mShaderFiles.clear();
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#if LL_WINDOWS
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if(gGLManager.mIsIntel && gGLManager.mGLVersion >= 4.f)
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gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorIntelV.glsl", GL_VERTEX_SHADER_ARB));
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else
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#endif
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gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorV.glsl", GL_VERTEX_SHADER_ARB));
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gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorF.glsl", GL_FRAGMENT_SHADER_ARB));
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gSolidColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
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