Shuffled gObjectSimpleWaterProgram and gObjectSimpleAlphaMaskProgram around
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@@ -1605,19 +1605,19 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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if (success)
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{
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gObjectSimpleAlphaMaskProgram.mName = "Simple Alpha Mask Shader";
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gObjectSimpleAlphaMaskProgram.mFeatures.calculatesLighting = true;
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gObjectSimpleAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
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gObjectSimpleAlphaMaskProgram.mFeatures.hasGamma = true;
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gObjectSimpleAlphaMaskProgram.mFeatures.hasAtmospherics = true;
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gObjectSimpleAlphaMaskProgram.mFeatures.hasLighting = true;
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gObjectSimpleAlphaMaskProgram.mFeatures.hasAlphaMask = true;
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gObjectSimpleAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0;
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gObjectSimpleAlphaMaskProgram.mShaderFiles.clear();
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gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
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gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
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gObjectSimpleAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
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success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL);
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gObjectSimpleWaterProgram.mName = "Simple Water Shader";
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gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true;
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gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true;
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gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true;
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gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true;
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gObjectSimpleWaterProgram.mFeatures.hasLighting = true;
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gObjectSimpleWaterProgram.mFeatures.mIndexedTextureChannels = 0;
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gObjectSimpleWaterProgram.mShaderFiles.clear();
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gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
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gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
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gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
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gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
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success = gObjectSimpleWaterProgram.createShader(NULL, NULL);
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}
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if (success)
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@@ -1636,23 +1636,24 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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success = gObjectBumpProgram.createShader(NULL, NULL);
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}
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if (success)
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{
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gObjectSimpleWaterProgram.mName = "Simple Water Shader";
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gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true;
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gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true;
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gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true;
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gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true;
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gObjectSimpleWaterProgram.mFeatures.hasLighting = true;
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gObjectSimpleWaterProgram.mFeatures.mIndexedTextureChannels = 0;
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gObjectSimpleWaterProgram.mShaderFiles.clear();
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gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
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gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
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gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
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gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
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success = gObjectSimpleWaterProgram.createShader(NULL, NULL);
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gObjectSimpleAlphaMaskProgram.mName = "Simple Alpha Mask Shader";
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gObjectSimpleAlphaMaskProgram.mFeatures.calculatesLighting = true;
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gObjectSimpleAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
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gObjectSimpleAlphaMaskProgram.mFeatures.hasGamma = true;
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gObjectSimpleAlphaMaskProgram.mFeatures.hasAtmospherics = true;
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gObjectSimpleAlphaMaskProgram.mFeatures.hasLighting = true;
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gObjectSimpleAlphaMaskProgram.mFeatures.hasAlphaMask = true;
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gObjectSimpleAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0;
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gObjectSimpleAlphaMaskProgram.mShaderFiles.clear();
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gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
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gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
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gObjectSimpleAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
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success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL);
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}
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if (success)
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{
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gObjectSimpleWaterAlphaMaskProgram.mName = "Simple Water Alpha Mask Shader";
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