Fixed various specular/glow effects bleeding through fullbright objects in deferred.
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@@ -351,16 +351,20 @@ void LLDrawPoolFullbright::beginPostDeferredPass(S32 pass)
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void LLDrawPoolFullbright::renderPostDeferred(S32 pass)
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{
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LLFastTimer t(FTM_RENDER_FULLBRIGHT);
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gGL.setColorMask(true, true);
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
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pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE);
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gGL.setColorMask(true, false);
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}
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void LLDrawPoolFullbright::endPostDeferredPass(S32 pass)
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{
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gDeferredFullbrightProgram.unbind();
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LLRenderPass::endRenderPass(pass);
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}
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void LLDrawPoolFullbright::beginRenderPass(S32 pass)
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@@ -7789,10 +7789,10 @@ void LLPipeline::renderDeferredLighting()
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pushRenderTypeMask();
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andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
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LLPipeline::RENDER_TYPE_FULLBRIGHT,
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LLPipeline::RENDER_TYPE_VOLUME,
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//LLPipeline::RENDER_TYPE_VOLUME,
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LLPipeline::RENDER_TYPE_GLOW,
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LLPipeline::RENDER_TYPE_BUMP,
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LLPipeline::RENDER_TYPE_PASS_SIMPLE,
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/*LLPipeline::RENDER_TYPE_PASS_SIMPLE, //These aren't used.
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LLPipeline::RENDER_TYPE_PASS_ALPHA,
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LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
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LLPipeline::RENDER_TYPE_PASS_BUMP,
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@@ -7804,7 +7804,7 @@ void LLPipeline::renderDeferredLighting()
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LLPipeline::RENDER_TYPE_PASS_GRASS,
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LLPipeline::RENDER_TYPE_PASS_SHINY,
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LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
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LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
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LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,*/
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LLPipeline::RENDER_TYPE_AVATAR,
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END_RENDER_TYPES);
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