Clean up deferred shaders by moving common methods into shared glsl file

This commit is contained in:
Shyotl
2018-01-17 23:44:02 -06:00
parent ec91f9a026
commit 85cb3cb0d0
36 changed files with 214 additions and 842 deletions

View File

@@ -952,6 +952,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
BOOL success = TRUE;
success = loadShaderFile("deferred/components/utilityFuncF.glsl", mVertexShaderLevel[SHADER_DEFERRED], GL_FRAGMENT_SHADER_ARB);
if (success)
{
gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader";
@@ -2533,6 +2535,17 @@ void LLViewerShaderMgr::updateShaderUniforms(LLGLSLShader * shader)
LLWaterParamManager::getInstance()->updateShaderUniforms(shader);
}
/* virtual */ bool LLViewerShaderMgr::attachClassSharedShaders(LLGLSLShader& shader, S32 shader_class)
{
switch (shader_class)
{
case LLViewerShaderMgr::SHADER_DEFERRED:
LL_INFOS() << "deferred/components/utilityFuncF.glsl" << LL_ENDL;
return shader.attachObject("deferred/components/utilityFuncF.glsl");
}
return true;
}
/*static*/ void LLShaderMgr::unloadShaderClass(int shader_class)
{
std::vector<LLGLSLShader *> &shader_list = getGlobalShaderList();