Fix artifacts from local stash merge.
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@@ -676,6 +676,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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std::string define = "#define " + iter->first + " " + iter->second + "\n";
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text[count++] = (GLcharARB *) strdup(define.c_str());
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}
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}
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if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER_ARB)
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{
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@@ -250,47 +250,6 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void)
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if (mReservedAttribs.empty())
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{
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LLShaderMgr::initAttribsAndUniforms();
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mAvatarUniforms.push_back("matrixPalette");
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mAvatarUniforms.push_back("gWindDir");
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mAvatarUniforms.push_back("gSinWaveParams");
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mAvatarUniforms.push_back("gGravity");
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mWLUniforms.push_back("camPosLocal");
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mTerrainUniforms.reserve(5);
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mTerrainUniforms.push_back("detail_0");
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mTerrainUniforms.push_back("detail_1");
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mTerrainUniforms.push_back("detail_2");
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mTerrainUniforms.push_back("detail_3");
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mTerrainUniforms.push_back("alpha_ramp");
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mGlowUniforms.push_back("glowDelta");
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mGlowUniforms.push_back("glowStrength");
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mGlowExtractUniforms.push_back("minLuminance");
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mGlowExtractUniforms.push_back("maxExtractAlpha");
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mGlowExtractUniforms.push_back("lumWeights");
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mGlowExtractUniforms.push_back("warmthWeights");
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mGlowExtractUniforms.push_back("warmthAmount");
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mShinyUniforms.push_back("origin");
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mWaterUniforms.reserve(12);
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mWaterUniforms.push_back("screenTex");
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mWaterUniforms.push_back("screenDepth");
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mWaterUniforms.push_back("refTex");
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mWaterUniforms.push_back("eyeVec");
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mWaterUniforms.push_back("time");
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mWaterUniforms.push_back("d1");
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mWaterUniforms.push_back("d2");
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mWaterUniforms.push_back("lightDir");
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mWaterUniforms.push_back("specular");
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mWaterUniforms.push_back("lightExp");
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mWaterUniforms.push_back("fogCol");
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mWaterUniforms.push_back("kd");
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mWaterUniforms.push_back("refScale");
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mWaterUniforms.push_back("waterHeight");
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}
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}
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@@ -935,7 +894,7 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
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gPostNightVisionProgram.mName = "Night Vision Shader (Post)";
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gPostNightVisionProgram.mShaderFiles.clear();
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gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/nightVisionF.glsl", GL_FRAGMENT_SHADER_ARB));
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gPostNightVisionProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB));
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gPostNightVisionProgram.mShaderFiles.push_back(make_pair("interface/twotextureaddV.glsl", GL_VERTEX_SHADER_ARB));
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gPostNightVisionProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
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if(gPostNightVisionProgram.createShader(NULL, &shaderUniforms))
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{
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@@ -2430,14 +2430,14 @@ void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& d
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{
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shader = &gDownsampleDepthRectProgram;
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shader->bind();
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shader->uniform2f("delta", 1.f, 1.f);
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shader->uniform2f(sDelta, 1.f, 1.f);
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shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, source.getWidth(), source.getHeight());
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}
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else
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{
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shader = &gDownsampleDepthProgram;
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shader->bind();
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shader->uniform2f("delta", 1.f/source.getWidth(), 1.f/source.getHeight());
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shader->uniform2f(sDelta, 1.f/source.getWidth(), 1.f/source.getHeight());
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shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, 1.f, 1.f);
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}
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