Fix artifacts from local stash merge.

This commit is contained in:
Shyotl
2013-10-26 19:58:54 -05:00
parent 6474568125
commit 5e8c7264da
3 changed files with 4 additions and 44 deletions

View File

@@ -676,6 +676,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
std::string define = "#define " + iter->first + " " + iter->second + "\n";
text[count++] = (GLcharARB *) strdup(define.c_str());
}
}
if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER_ARB)
{

View File

@@ -250,47 +250,6 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void)
if (mReservedAttribs.empty())
{
LLShaderMgr::initAttribsAndUniforms();
mAvatarUniforms.push_back("matrixPalette");
mAvatarUniforms.push_back("gWindDir");
mAvatarUniforms.push_back("gSinWaveParams");
mAvatarUniforms.push_back("gGravity");
mWLUniforms.push_back("camPosLocal");
mTerrainUniforms.reserve(5);
mTerrainUniforms.push_back("detail_0");
mTerrainUniforms.push_back("detail_1");
mTerrainUniforms.push_back("detail_2");
mTerrainUniforms.push_back("detail_3");
mTerrainUniforms.push_back("alpha_ramp");
mGlowUniforms.push_back("glowDelta");
mGlowUniforms.push_back("glowStrength");
mGlowExtractUniforms.push_back("minLuminance");
mGlowExtractUniforms.push_back("maxExtractAlpha");
mGlowExtractUniforms.push_back("lumWeights");
mGlowExtractUniforms.push_back("warmthWeights");
mGlowExtractUniforms.push_back("warmthAmount");
mShinyUniforms.push_back("origin");
mWaterUniforms.reserve(12);
mWaterUniforms.push_back("screenTex");
mWaterUniforms.push_back("screenDepth");
mWaterUniforms.push_back("refTex");
mWaterUniforms.push_back("eyeVec");
mWaterUniforms.push_back("time");
mWaterUniforms.push_back("d1");
mWaterUniforms.push_back("d2");
mWaterUniforms.push_back("lightDir");
mWaterUniforms.push_back("specular");
mWaterUniforms.push_back("lightExp");
mWaterUniforms.push_back("fogCol");
mWaterUniforms.push_back("kd");
mWaterUniforms.push_back("refScale");
mWaterUniforms.push_back("waterHeight");
}
}
@@ -935,7 +894,7 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
gPostNightVisionProgram.mName = "Night Vision Shader (Post)";
gPostNightVisionProgram.mShaderFiles.clear();
gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/nightVisionF.glsl", GL_FRAGMENT_SHADER_ARB));
gPostNightVisionProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB));
gPostNightVisionProgram.mShaderFiles.push_back(make_pair("interface/twotextureaddV.glsl", GL_VERTEX_SHADER_ARB));
gPostNightVisionProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
if(gPostNightVisionProgram.createShader(NULL, &shaderUniforms))
{

View File

@@ -2430,14 +2430,14 @@ void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& d
{
shader = &gDownsampleDepthRectProgram;
shader->bind();
shader->uniform2f("delta", 1.f, 1.f);
shader->uniform2f(sDelta, 1.f, 1.f);
shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, source.getWidth(), source.getHeight());
}
else
{
shader = &gDownsampleDepthProgram;
shader->bind();
shader->uniform2f("delta", 1.f/source.getWidth(), 1.f/source.getHeight());
shader->uniform2f(sDelta, 1.f/source.getWidth(), 1.f/source.getHeight());
shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, 1.f, 1.f);
}