diff --git a/indra/newview/app_settings/shaders/class1/transform/positionV.glsl b/indra/newview/app_settings/shaders/class1/transform/positionV.glsl index 01eed18de..4c8d1b2d1 100644 --- a/indra/newview/app_settings/shaders/class1/transform/positionV.glsl +++ b/indra/newview/app_settings/shaders/class1/transform/positionV.glsl @@ -30,7 +30,7 @@ uniform int texture_index_in; ATTRIBUTE vec3 position; VARYING vec3 position_out; -VARYING int texture_index_out; +VARYING_FLAT int texture_index_out; void main() { diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index 96f21b873..d119f247f 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -327,7 +327,7 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass) LLGLDepthTest depth(GL_TRUE, GL_FALSE); LLGLDisable clip(GL_CLIP_PLANE0); - gGL.setColorMask(true, false); + gGL.setColorMask(true, false); //Just in case. LLGLSquashToFarClip far_clip(glh_get_current_projection()); @@ -355,8 +355,6 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass) renderSkyClouds(camHeightLocal); - gGL.setColorMask(true, true); - //gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); } @@ -377,7 +375,7 @@ void LLDrawPoolWLSky::render(S32 pass) LLGLSquashToFarClip far_clip(glh_get_current_projection()); - gGL.setColorMask(true, false); + gGL.setColorMask(true, false); //Just in case. renderSkyHaze(camHeightLocal); @@ -406,8 +404,6 @@ void LLDrawPoolWLSky::render(S32 pass) renderSkyClouds(camHeightLocal); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - - gGL.setColorMask(true, true); } void LLDrawPoolWLSky::prerender() diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 24255b4e7..313673721 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -470,6 +470,12 @@ void LLViewerShaderMgr::setShaders() if (loaded) { loaded = loadTransformShaders(); + if(!loaded) //Failed to load. Just wipe all transformfeedback shaders and continue like nothing happened. + { + mVertexShaderLevel[SHADER_TRANSFORM] = 0; + unloadShaderClass(SHADER_TRANSFORM); + loaded = true; + } } if (loaded)