Use the right diffuse shader for skinned deferred diffuse simple object shader.

This commit is contained in:
Shyotl
2014-05-14 19:43:03 -05:00
parent 846d573dd0
commit 7d98030edc

View File

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