Use the right diffuse shader for skinned deferred diffuse simple object shader.
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@@ -1053,7 +1053,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredSkinnedDiffuseProgram.mFeatures.hasObjectSkinning = true;
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gDeferredSkinnedDiffuseProgram.mShaderFiles.clear();
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gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDeferredSkinnedDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
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success = gDeferredSkinnedDiffuseProgram.createShader(NULL, NULL);
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}
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