More should-be-safe changes. Prep for pipeline work.
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@@ -162,6 +162,7 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void)
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mReservedAttribs.push_back("materialColor");
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mReservedAttribs.push_back("specularColor");
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mReservedAttribs.push_back("binormal");
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mReservedAttribs.push_back("object_weight");
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mAvatarAttribs.reserve(5);
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mAvatarAttribs.push_back("weight");
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@@ -566,7 +567,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
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// (in order of shader function call depth for reference purposes, deepest level first)
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shaders.clear();
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shaders.reserve(12);
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shaders.reserve(13);
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shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
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shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) );
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shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
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