Don't compile avatar eye shader, as it isn't used anywhere.
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@@ -2396,7 +2396,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
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if (success)
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if (success)
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{
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{
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gAvatarEyeballProgram.mName = "Avatar Eyeball Program";
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/*gAvatarEyeballProgram.mName = "Avatar Eyeball Program";
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gAvatarEyeballProgram.mFeatures.calculatesLighting = true;
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gAvatarEyeballProgram.mFeatures.calculatesLighting = true;
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gAvatarEyeballProgram.mFeatures.isSpecular = true;
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gAvatarEyeballProgram.mFeatures.isSpecular = true;
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gAvatarEyeballProgram.mFeatures.calculatesAtmospherics = true;
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gAvatarEyeballProgram.mFeatures.calculatesAtmospherics = true;
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@@ -2409,7 +2409,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
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gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER_ARB));
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gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER_ARB));
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gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballF.glsl", GL_FRAGMENT_SHADER_ARB));
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gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballF.glsl", GL_FRAGMENT_SHADER_ARB));
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gAvatarEyeballProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
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gAvatarEyeballProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
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success = gAvatarEyeballProgram.createShader(NULL, NULL);
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success = gAvatarEyeballProgram.createShader(NULL, NULL);*/
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}
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}
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if( !success )
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if( !success )
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