Added fullbright shiny underwater shader.
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@@ -79,6 +79,7 @@ LLGLSLShader gObjectFullbrightProgram(LLViewerShaderMgr::SHADER_OBJECT);
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LLGLSLShader gObjectFullbrightWaterProgram(LLViewerShaderMgr::SHADER_OBJECT);
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LLGLSLShader gObjectFullbrightShinyProgram(LLViewerShaderMgr::SHADER_OBJECT);
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LLGLSLShader gObjectFullbrightShinyWaterProgram(LLViewerShaderMgr::SHADER_OBJECT);
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LLGLSLShader gObjectShinyProgram(LLViewerShaderMgr::SHADER_OBJECT);
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LLGLSLShader gObjectShinyWaterProgram(LLViewerShaderMgr::SHADER_OBJECT);
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@@ -580,6 +581,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
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shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
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shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
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shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
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shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
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for (U32 i = 0; i < shaders.size(); i++)
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{
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@@ -1229,6 +1231,22 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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success = gObjectFullbrightShinyProgram.createShader(NULL, &mShinyUniforms);
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}
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if (success)
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{
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gObjectFullbrightShinyWaterProgram.mName = "Fullbright Shiny Water Shader";
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gObjectFullbrightShinyWaterProgram.mFeatures.calculatesAtmospherics = true;
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gObjectFullbrightShinyWaterProgram.mFeatures.isFullbright = true;
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gObjectFullbrightShinyWaterProgram.mFeatures.isShiny = true;
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gObjectFullbrightShinyWaterProgram.mFeatures.hasGamma = true;
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gObjectFullbrightShinyWaterProgram.mFeatures.hasTransport = true;
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gObjectFullbrightShinyWaterProgram.mFeatures.hasWaterFog = true;
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gObjectFullbrightShinyWaterProgram.mShaderFiles.clear();
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gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
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gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
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gObjectFullbrightShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
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gObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
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success = gObjectFullbrightShinyWaterProgram.createShader(NULL, &mShinyUniforms);
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}
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if( !success )
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{
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