Massive deferred update...
Plus renamed setupViewport to setup[2|3]DViewport. Migrated mWindowRect to mWindowRectRaw, mVirtualWindowRect to mWindowRectScaled. Slowly updating getwindow/getworldview calls to new v2 variants as I run across them. Cleaned up ascent-related code in llmanip.cpp. Impostor update tweaks. Edgepatch water occlusion changes. (no patch flickering on edges of screen while moving camera)
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@@ -1133,12 +1133,13 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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{
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std::string fragment;
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//Keep this! Fixes shadow softening with ssao off.
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/*//Keep this! Fixes shadow softening with ssao off.
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//Disabled for now.
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if (mVertexShaderLevel[SHADER_DEFERRED] < 2 && !gSavedSettings.getBOOL("RenderDeferredSSAO"))
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{
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fragment = "deferred/softenLightNoSSAOF.glsl";
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}
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else
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else*/
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{
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fragment = "deferred/softenLightF.glsl";
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}
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@@ -1148,6 +1149,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredSoftenProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
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gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
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if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
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{ //if using SSAO, take screen space light map into account as if shadows are enabled
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gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2);
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}
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success = gDeferredSoftenProgram.createShader(NULL, NULL);
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}
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@@ -1292,16 +1299,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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if (mVertexShaderLevel[SHADER_DEFERRED] > 2)
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{
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if (success)
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{
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gDeferredPostProgram.mName = "Deferred Post Shader";
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gDeferredPostProgram.mShaderFiles.clear();
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gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
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success = gDeferredPostProgram.createShader(NULL, NULL);
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}
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if (success)
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{
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gDeferredPostGIProgram.mName = "Deferred Post GI Shader";
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