Unbork shadows. Apparently texture/texturProj do not return a vector for shadow samplers.

This commit is contained in:
Shyotl
2011-11-23 21:30:32 -06:00
parent 5d8d402403
commit bf6e1d6c75

View File

@@ -386,9 +386,9 @@ void LLViewerShaderMgr::setShaders()
LLShaderMgr::instance()->mDefinitions["textureCube"] = "texture";
LLShaderMgr::instance()->mDefinitions["texture2DLod"] = "textureLod";
LLShaderMgr::instance()->mDefinitions["texture2DRect"] = "texture";
LLShaderMgr::instance()->mDefinitions["shadow2D"] = "texture";
LLShaderMgr::instance()->mDefinitions["shadow2DRect"] = "texture";
LLShaderMgr::instance()->mDefinitions["shadow2DProj"] = "textureProj";
LLShaderMgr::instance()->mDefinitions["shadow2D(a,b)"] = "vec2(texture(a,b))"; //Shadow lookups only return a single float.
LLShaderMgr::instance()->mDefinitions["shadow2DRect(a,b)"] = "vec2(texture(a,b))";
LLShaderMgr::instance()->mDefinitions["shadow2DProj(a,b)"] = "vec2(textureProj(a,b))";
LLShaderMgr::instance()->mDefinitions["ftransform()"] = "gl_ModelViewProjectionMatrix * gl_Vertex";
}