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