Nuking some glsl warnings, and fixing relwithdebug compile(and prolly gcc too)
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@@ -5,6 +5,8 @@
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* $License$
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*/
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#version 120
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uniform sampler2D diffuseMap;
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uniform float glowStrength;
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@@ -5,6 +5,8 @@
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* $License$
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*/
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect RenderTexture;
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uniform float bloomStrength;
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@@ -5,6 +5,8 @@
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* $License$
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*/
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect RenderTexture;
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uniform float brightness;
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uniform float contrast;
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@@ -5,6 +5,8 @@
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* $License$
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*/
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect RenderTexture;
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uniform float extractLow;
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uniform float extractHigh;
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@@ -1,3 +1,6 @@
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect RenderTexture;
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uniform int horizontalPass;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect RenderTexture;
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uniform sampler2D NoiseTexture;
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@@ -5,6 +5,8 @@
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* $License$
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*/
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect RenderTexture;
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void main(void)
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@@ -5892,7 +5892,7 @@ void LLPipeline::renderDeferredLighting()
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bindDeferredShader(gDeferredBlurLightProgram);
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static const LLCachedControl<LLVector3> go("RenderShadowGaussian",LLVector3(2.f,2.f,0.f));
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static const LLCachedControl<F32> blur_size("RenderShadowBlurSize",.7);
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static const LLCachedControl<F32> blur_size("RenderShadowBlurSize",.7f);
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static const LLCachedControl<U32> blur_samples("RenderShadowBlurSamples",(U32)5);
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U32 kern_length = llclamp(blur_samples.get(), (U32) 1, (U32) 16)*2 - 1;
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