Use LLGLShader::sIndexTextureChannels instead of mNumTextureImageUnits directly.. also check that channel value isn't invalid. Also make super-sure shaders are disabled on pre opengl 2.0 hardware.
This commit is contained in:
@@ -58,6 +58,7 @@ using std::string;
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GLhandleARB LLGLSLShader::sCurBoundShader = 0;
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LLGLSLShader* LLGLSLShader::sCurBoundShaderPtr = NULL;
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S32 LLGLSLShader::sIndexedTextureChannels = 0;
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bool LLGLSLShader::sNoFixedFunction = false;
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//UI shader -- declared here so llui_libtest will link properly
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@@ -77,6 +77,7 @@ public:
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static GLhandleARB sCurBoundShader;
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static LLGLSLShader* sCurBoundShaderPtr;
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static S32 sIndexedTextureChannels;
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static bool sNoFixedFunction;
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void unload();
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@@ -250,7 +250,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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return FALSE;
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}
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}
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shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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}
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@@ -289,7 +289,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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return FALSE;
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}
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}
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shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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}
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}
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@@ -313,7 +313,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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{
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return FALSE;
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}
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shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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}
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else if (features->hasWaterFog)
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@@ -345,7 +345,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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{
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return FALSE;
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}
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shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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}
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@@ -364,7 +364,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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{
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return FALSE;
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}
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shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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}
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@@ -404,7 +404,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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return FALSE;
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}
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}
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shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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}
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}
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@@ -428,7 +428,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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{
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return FALSE;
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}
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shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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}
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@@ -447,7 +447,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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{
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return FALSE;
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}
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shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
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shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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}
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}
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}
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@@ -351,10 +351,21 @@ void LLViewerShaderMgr::setShaders()
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return;
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}
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LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")), 1);
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static const LLCachedControl<bool> no_texture_indexing("ShyotlUseLegacyTextureBatching",false);
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static const LLCachedControl<bool> use_legacy_path("ShyotlUseLegacyRenderPath", false); //Legacy does not jive with new batching.
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if(no_texture_indexing || use_legacy_path)
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LLGLSLShader::sIndexedTextureChannels = 1;
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reentrance = true;
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if (gGLManager.mGLVersion < 2.f)
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{ //NEVER use shaders on a pre 2.0 context
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gSavedSettings.setBOOL("VertexShaderEnable", FALSE);
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}
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//setup preprocessor definitions
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LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gSavedSettings.getU32("RenderFSAASamples")/*gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"))*/);
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LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
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reentrance = true;
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initAttribsAndUniforms();
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gPipeline.releaseGLBuffers();
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@@ -619,7 +630,6 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
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// (in order of shader function call depth for reference purposes, deepest level first)
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vector< pair<string, S32> > shaders;
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shaders.reserve(10);
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shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
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shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
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shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
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@@ -648,8 +658,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
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// (in order of shader function call depth for reference purposes, deepest level first)
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shaders.clear();
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shaders.reserve(13);
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S32 ch = gGLManager.mNumTextureImageUnits-1;
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S32 ch = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
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static const LLCachedControl<bool> no_texture_indexing("ShyotlUseLegacyTextureBatching",false);
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static const LLCachedControl<bool> use_legacy_path("ShyotlUseLegacyRenderPath", false); //Legacy does not jive with new batching.
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@@ -936,7 +945,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredDiffuseProgram.mShaderFiles.clear();
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gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
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gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
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gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
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success = gDeferredDiffuseProgram.createShader(NULL, NULL);
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}
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@@ -947,7 +956,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear();
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gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
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gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
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gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
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success = gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL);
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}
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@@ -1125,11 +1134,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
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if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
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{
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gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
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gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
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}
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else
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{ //shave off some texture units for shadow maps
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gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits - 6;
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gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);
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}
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gDeferredAlphaProgram.mShaderFiles.clear();
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@@ -1145,7 +1154,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true;
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gDeferredFullbrightProgram.mFeatures.hasGamma = true;
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gDeferredFullbrightProgram.mFeatures.hasTransport = true;
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gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
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gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
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gDeferredFullbrightProgram.mShaderFiles.clear();
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gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
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@@ -3924,7 +3924,7 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
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buffer_index = -1;
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}
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S32 texture_index_channels = gGLManager.mNumTextureImageUnits-1; //always reserve one for shiny for now just for simplicity
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S32 texture_index_channels = llmax(LLGLSLShader::sIndexedTextureChannels-1,1); //always reserve one for shiny for now just for simplicity
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static const LLCachedControl<bool> no_texture_indexing("ShyotlUseLegacyTextureBatching",false);
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static const LLCachedControl<bool> use_legacy_path("ShyotlUseLegacyRenderPath", false); //Legacy does not jive with new batching.
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