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

@@ -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))
{