Lazy shader update. attribute -> ATTRIBUTE, varying -> VARYING. Moved some shader preprocessor stuff from llviewershadermgr.cpp to llshadermgr.cpp to match LL (although it looks more messy)
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@@ -11,11 +11,11 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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mat4 getSkinnedTransform();
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void calcAtmospherics(vec3 inPositionEye);
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attribute vec4 clothing; //4
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ATTRIBUTE vec4 clothing; //4
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attribute vec4 gWindDir; //7
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attribute vec4 gSinWaveParams; //3
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attribute vec4 gGravity; //5
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ATTRIBUTE vec4 gWindDir; //7
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ATTRIBUTE vec4 gSinWaveParams; //3
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ATTRIBUTE vec4 gGravity; //5
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const vec4 gMinMaxConstants = vec4(1.0, 0.166666, 0.0083143, .00018542); // #minimax-generated coefficients
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const vec4 gPiConstants = vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963); // # {1/2PI, 2PI, PI, PI/2}
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