OSX was choking on transformfeedback shaders. Make failure to load such shaders non-critical to the shader loading process. Also clean up glColorMask state properly in wlsky.
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@@ -327,7 +327,7 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
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LLGLDepthTest depth(GL_TRUE, GL_FALSE);
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LLGLDisable clip(GL_CLIP_PLANE0);
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gGL.setColorMask(true, false);
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gGL.setColorMask(true, false); //Just in case.
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LLGLSquashToFarClip far_clip(glh_get_current_projection());
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@@ -355,8 +355,6 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
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renderSkyClouds(camHeightLocal);
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gGL.setColorMask(true, true);
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//gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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}
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@@ -377,7 +375,7 @@ void LLDrawPoolWLSky::render(S32 pass)
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LLGLSquashToFarClip far_clip(glh_get_current_projection());
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gGL.setColorMask(true, false);
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gGL.setColorMask(true, false); //Just in case.
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renderSkyHaze(camHeightLocal);
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@@ -406,8 +404,6 @@ void LLDrawPoolWLSky::render(S32 pass)
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renderSkyClouds(camHeightLocal);
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.setColorMask(true, true);
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}
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void LLDrawPoolWLSky::prerender()
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