325 lines
10 KiB
C++
325 lines
10 KiB
C++
/**
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* @file llviewershadermgr.h
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* @brief Viewer Shader Manager
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*
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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_VIEWER_SHADER_MGR_H
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#define LL_VIEWER_SHADER_MGR_H
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#include "llshadermgr.h"
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#include "llmaterial.h"
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#define LL_DEFERRED_MULTI_LIGHT_COUNT 16
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enum
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{
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SHD_ALPHA_MASK_BIT = 0,
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SHD_WATER_BIT,
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SHD_NO_INDEX_BIT,
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SHD_SKIN_BIT,
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SHD_SHINY_BIT,
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SHD_COUNT
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};
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class LLViewerShaderMgr: public LLShaderMgr
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{
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public:
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static BOOL sInitialized;
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static bool sSkipReload;
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LLViewerShaderMgr();
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/* virtual */ ~LLViewerShaderMgr();
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// singleton pattern implementation
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static LLViewerShaderMgr * instance();
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void initAttribsAndUniforms(void);
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void setShaders();
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void unloadShaders();
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S32 getVertexShaderLevel(S32 type);
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BOOL loadBasicShaders();
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BOOL loadShadersEffects();
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BOOL loadShadersDeferred();
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BOOL loadShadersObject();
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BOOL loadShadersAvatar();
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BOOL loadShadersEnvironment();
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BOOL loadShadersWater();
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BOOL loadShadersInterface();
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BOOL loadShadersWindLight();
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BOOL loadTransformShaders();
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std::vector<S32> mVertexShaderLevel;
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enum EShaderClass
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{
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SHADER_LIGHTING,
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SHADER_OBJECT,
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SHADER_AVATAR,
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SHADER_ENVIRONMENT,
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SHADER_INTERFACE,
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SHADER_EFFECT,
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SHADER_WINDLIGHT,
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SHADER_WATER,
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SHADER_DEFERRED,
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SHADER_TRANSFORM,
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SHADER_COUNT
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};
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// simple model of forward iterator
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// http://www.sgi.com/tech/stl/ForwardIterator.html
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class shader_iter
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{
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private:
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friend bool operator == (shader_iter const & a, shader_iter const & b);
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friend bool operator != (shader_iter const & a, shader_iter const & b);
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typedef std::vector<LLGLSLShader *>::const_iterator base_iter_t;
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public:
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shader_iter()
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{
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}
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shader_iter(base_iter_t iter) : mIter(iter)
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{
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}
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LLGLSLShader & operator * () const
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{
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return **mIter;
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}
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LLGLSLShader * operator -> () const
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{
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return *mIter;
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}
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shader_iter & operator++ ()
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{
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++mIter;
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return *this;
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}
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shader_iter operator++ (int)
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{
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return mIter++;
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}
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private:
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base_iter_t mIter;
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};
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shader_iter beginShaders() const
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{
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return (shader_iter)(getGlobalShaderList().begin());
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//return mShaderList.begin();
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}
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shader_iter endShaders() const
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{
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return (shader_iter)(getGlobalShaderList().end());
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//return mShaderList.end();
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}
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/* virtual */ std::string getShaderDirPrefix(void); // Virtual
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/* virtual */ void updateShaderUniforms(LLGLSLShader * shader); // Virtual
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/* virtual */ bool attachClassSharedShaders(LLGLSLShader& shader, S32 shader_class); // Virtual
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private:
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std::vector<std::string> mShinyUniforms;
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//water parameters
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std::vector<std::string> mWaterUniforms;
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std::vector<std::string> mWLUniforms;
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//terrain parameters
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std::vector<std::string> mTerrainUniforms;
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//glow parameters
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std::vector<std::string> mGlowUniforms;
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std::vector<std::string> mGlowExtractUniforms;
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std::vector<std::string> mAvatarUniforms;
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// the list of shaders we need to propagate parameters to.
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// This is no longer needed, as param managers iterate down the global list
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// after shaders have been loaded and automagically add relevant shaders to
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// their own local lists.
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//std::vector<LLGLSLShader *> mShaderList;
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}; //LLViewerShaderMgr
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inline bool operator == (LLViewerShaderMgr::shader_iter const & a, LLViewerShaderMgr::shader_iter const & b)
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{
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return a.mIter == b.mIter;
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}
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inline bool operator != (LLViewerShaderMgr::shader_iter const & a, LLViewerShaderMgr::shader_iter const & b)
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{
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return a.mIter != b.mIter;
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}
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extern LLVector4 gShinyOrigin;
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//For arrays, since default ctor must be used for them.
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template <LLViewerShaderMgr::EShaderClass type>
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class LLGLSLShaderArray : public LLGLSLShader
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{
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public:
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LLGLSLShaderArray() : LLGLSLShader(type) {};
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};
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//transform shaders
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extern LLGLSLShader gTransformPositionProgram;
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extern LLGLSLShader gTransformTexCoordProgram;
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extern LLGLSLShader gTransformNormalProgram;
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extern LLGLSLShader gTransformColorProgram;
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extern LLGLSLShader gTransformTangentProgram;
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//utility shaders
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extern LLGLSLShader gOcclusionProgram;
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extern LLGLSLShader gOcclusionCubeProgram;
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extern LLGLSLShader gCustomAlphaProgram;
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extern LLGLSLShader gGlowCombineProgram;
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extern LLGLSLShader gSplatTextureRectProgram;
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extern LLGLSLShader gGlowCombineFXAAProgram;
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extern LLGLSLShader gDebugProgram;
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extern LLGLSLShader gClipProgram;
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extern LLGLSLShader gDownsampleDepthProgram;
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//output tex0[tc0] + tex1[tc1]
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extern LLGLSLShader gTwoTextureAddProgram;
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extern LLGLSLShader gOneTextureNoColorProgram;
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//object shaders
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extern LLGLSLShaderArray<LLViewerShaderMgr::SHADER_OBJECT> gObjectSimpleProgram[1<<SHD_COUNT];
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extern LLGLSLShaderArray<LLViewerShaderMgr::SHADER_OBJECT> gObjectFullbrightProgram[1<<SHD_COUNT];
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extern LLGLSLShaderArray<LLViewerShaderMgr::SHADER_OBJECT> gObjectEmissiveProgram[1<<SHD_SHINY_BIT];
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extern LLGLSLShader gObjectPreviewProgram;
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extern LLGLSLShader gObjectSimpleNonIndexedTexGenProgram;
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extern LLGLSLShader gObjectSimpleNonIndexedTexGenWaterProgram;
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extern LLGLSLShader gObjectAlphaMaskNoColorProgram;
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extern LLGLSLShader gObjectAlphaMaskNoColorWaterProgram;
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extern LLGLSLShader gObjectFullbrightNoColorProgram;
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extern LLGLSLShader gObjectFullbrightNoColorWaterProgram;
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extern LLGLSLShader gObjectBumpProgram;
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extern LLGLSLShader gTreeProgram;
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extern LLGLSLShader gTreeWaterProgram;
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extern LLGLSLShader gObjectSimpleLODProgram;
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extern LLGLSLShader gObjectFullbrightLODProgram;
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//environment shaders
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extern LLGLSLShader gTerrainProgram;
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extern LLGLSLShader gTerrainWaterProgram;
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extern LLGLSLShader gWaterProgram;
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extern LLGLSLShader gUnderWaterProgram;
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extern LLGLSLShader gGlowProgram;
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extern LLGLSLShader gGlowExtractProgram;
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//interface shaders
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extern LLGLSLShader gHighlightProgram;
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extern LLGLSLShader gHighlightNormalProgram;
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extern LLGLSLShader gHighlightSpecularProgram;
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// avatar shader handles
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extern LLGLSLShader gAvatarProgram;
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extern LLGLSLShader gAvatarWaterProgram;
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extern LLGLSLShader gImpostorProgram;
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// WindLight shader handles
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extern LLGLSLShader gWLSkyProgram;
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extern LLGLSLShader gWLCloudProgram;
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// Post Process Shaders
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extern LLGLSLShader gPostColorFilterProgram;
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extern LLGLSLShader gPostNightVisionProgram;
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extern LLGLSLShader gPostGaussianBlurProgram;
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// Deferred rendering shaders
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extern LLGLSLShader gDeferredImpostorProgram;
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extern LLGLSLShader gDeferredWaterProgram;
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extern LLGLSLShader gDeferredUnderWaterProgram;
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extern LLGLSLShader gDeferredDiffuseProgram;
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extern LLGLSLShader gDeferredDiffuseAlphaMaskProgram;
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extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram;
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extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
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//extern LLGLSLShader gDeferredNonIndexedDiffuseProgram;
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extern LLGLSLShader gDeferredSkinnedDiffuseProgram;
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extern LLGLSLShader gDeferredSkinnedBumpProgram;
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extern LLGLSLShader gDeferredSkinnedAlphaProgram;
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extern LLGLSLShader gDeferredBumpProgram;
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extern LLGLSLShader gDeferredTerrainProgram;
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extern LLGLSLShader gDeferredTreeProgram;
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extern LLGLSLShader gDeferredTreeShadowProgram;
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extern LLGLSLShader gDeferredLightProgram;
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extern LLGLSLShaderArray<LLViewerShaderMgr::SHADER_DEFERRED> gDeferredMultiLightProgram[LL_DEFERRED_MULTI_LIGHT_COUNT];
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extern LLGLSLShader gDeferredSpotLightProgram;
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extern LLGLSLShader gDeferredMultiSpotLightProgram;
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extern LLGLSLShader gDeferredSunProgram;
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extern LLGLSLShader gDeferredSSAOProgram;
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extern LLGLSLShader gDeferredDownsampleDepthNearestProgram;
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extern LLGLSLShader gDeferredBlurLightProgram;
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extern LLGLSLShader gDeferredAvatarProgram;
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extern LLGLSLShader gDeferredSoftenProgram;
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extern LLGLSLShader gDeferredSoftenWaterProgram;
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extern LLGLSLShader gDeferredShadowProgram;
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extern LLGLSLShader gDeferredShadowCubeProgram;
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extern LLGLSLShader gDeferredShadowAlphaMaskProgram;
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extern LLGLSLShader gDeferredPostProgram;
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extern LLGLSLShader gDeferredCoFProgram;
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extern LLGLSLShader gDeferredDoFCombineProgram;
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extern LLGLSLShader gFXAAProgram;
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extern LLGLSLShader gDeferredPostNoDoFProgram;
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extern LLGLSLShader gDeferredPostGammaCorrectProgram;
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extern LLGLSLShader gDeferredAvatarShadowProgram;
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extern LLGLSLShader gDeferredAttachmentShadowProgram;
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extern LLGLSLShader gDeferredAlphaProgram;
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extern LLGLSLShader gDeferredAlphaImpostorProgram;
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extern LLGLSLShader gDeferredFullbrightProgram;
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extern LLGLSLShader gDeferredFullbrightAlphaMaskProgram;
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extern LLGLSLShader gDeferredAlphaWaterProgram;
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extern LLGLSLShader gDeferredFullbrightWaterProgram;
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extern LLGLSLShader gDeferredFullbrightAlphaMaskWaterProgram;
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extern LLGLSLShader gDeferredEmissiveProgram;
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extern LLGLSLShader gDeferredAvatarAlphaProgram;
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extern LLGLSLShader gDeferredWLSkyProgram;
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extern LLGLSLShader gDeferredWLCloudProgram;
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extern LLGLSLShader gDeferredStarProgram;
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extern LLGLSLShader gDeferredFullbrightShinyProgram;
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extern LLGLSLShader gDeferredSkinnedFullbrightShinyProgram;
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extern LLGLSLShader gDeferredSkinnedFullbrightProgram;
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extern LLGLSLShader gNormalMapGenProgram;
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// Deferred materials shaders
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extern LLGLSLShaderArray<LLViewerShaderMgr::SHADER_DEFERRED> gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
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extern LLGLSLShaderArray<LLViewerShaderMgr::SHADER_DEFERRED> gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2];
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#endif
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