Remove redundant methods of checking if shaders are enabled. Just use LLGLSLShader::sNoFixedFunction.
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@@ -733,7 +733,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo
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LLGLState::checkTextureChannels();
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LLGLState::checkClientArrays();
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BOOL to_texture = gPipeline.canUseVertexShaders() &&
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BOOL to_texture = LLGLSLShader::sNoFixedFunction &&
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LLPipeline::sRenderGlow;
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LLAppViewer::instance()->pingMainloopTimeout("Display:Swap");
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@@ -959,7 +959,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo
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else
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{
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gPipeline.mScreen.bindTarget();
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if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders())
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if (LLPipeline::sUnderWaterRender)
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{
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const LLColor4 &col = LLDrawPoolWater::sWaterFogColor;
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glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
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@@ -1343,7 +1343,7 @@ void render_ui(F32 zoom_factor, int subfield, bool tiling)
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}
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{
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BOOL to_texture = gPipeline.canUseVertexShaders() &&
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BOOL to_texture = LLGLSLShader::sNoFixedFunction &&
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LLPipeline::sRenderGlow;
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if (to_texture)
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@@ -1351,7 +1351,7 @@ void render_ui(F32 zoom_factor, int subfield, bool tiling)
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gPipeline.renderBloom(gSnapshot, zoom_factor, subfield, tiling);
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}
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if(gPipeline.canUseVertexShaders())
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if (LLGLSLShader::sNoFixedFunction)
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{
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LLPostProcess::getInstance()->renderEffects(gViewerWindow->getWindowDisplayWidth(), gViewerWindow->getWindowDisplayHeight());
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}
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