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authorCosmic Linden <cosmic@lindenlab.com>2023-09-15 14:27:15 -0700
committerCosmic Linden <cosmic@lindenlab.com>2024-01-31 14:31:06 -0800
commit00c65b62707f5c30cf2d48c0bd0c975c3bceb513 (patch)
treee3c87f44a91b0278362553e1b28a3c494751dff1
parentc8547ad8a588fca0a22b2194ad1b18b66153f32d (diff)
secondlife/viewer-issues#43: Fix debug normals not rendering for terrain
-rw-r--r--indra/llrender/llshadermgr.cpp23
-rw-r--r--indra/llrender/llshadermgr.h3
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl76
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl74
-rw-r--r--indra/newview/llspatialpartition.cpp171
-rw-r--r--indra/newview/llviewershadermgr.cpp29
-rw-r--r--indra/newview/llviewershadermgr.h8
-rw-r--r--indra/newview/pipeline.cpp1
9 files changed, 365 insertions, 53 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 14f3086eb6..33d229bcc9 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -588,11 +588,22 @@ GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_lev
}
else
{
- //set version to 1.40
- shader_code_text[shader_code_count++] = strdup("#version 140\n");
- //some implementations of GLSL 1.30 require integer precision be explicitly declared
- extra_code_text[extra_code_count++] = strdup("precision mediump int;\n");
- extra_code_text[extra_code_count++] = strdup("precision highp float;\n");
+ if (type == GL_GEOMETRY_SHADER)
+ {
+ //set version to 1.50
+ shader_code_text[shader_code_count++] = strdup("#version 150\n");
+ //some implementations of GLSL 1.30 require integer precision be explicitly declared
+ extra_code_text[extra_code_count++] = strdup("precision mediump int;\n");
+ extra_code_text[extra_code_count++] = strdup("precision highp float;\n");
+ }
+ else
+ {
+ //set version to 1.40
+ shader_code_text[shader_code_count++] = strdup("#version 140\n");
+ //some implementations of GLSL 1.30 require integer precision be explicitly declared
+ extra_code_text[extra_code_count++] = strdup("precision mediump int;\n");
+ extra_code_text[extra_code_count++] = strdup("precision highp float;\n");
+ }
}
extra_code_text[extra_code_count++] = strdup("#define FXAA_GLSL_130 1\n");
@@ -1453,6 +1464,8 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("sun_up_factor");
mReservedUniforms.push_back("moonlight_color");
+ mReservedUniforms.push_back("debug_normal_draw_length");
+
llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);
std::set<std::string> dupe_check;
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index ebd682141d..4ee5c8ef47 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -316,6 +316,9 @@ public:
WATER_EDGE_FACTOR, // "water_edge"
SUN_UP_FACTOR, // "sun_up_factor"
MOONLIGHT_COLOR, // "moonlight_color"
+
+ DEBUG_NORMAL_DRAW_LENGTH, // "debug_normal_draw_length"
+
END_RESERVED_UNIFORMS
} eGLSLReservedUniforms;
// clang-format on
diff --git a/indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl
new file mode 100644
index 0000000000..388042e7e0
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl
@@ -0,0 +1,33 @@
+/**
+ * @file normaldebugF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+out vec4 frag_color;
+
+in vec4 vertex_color;
+
+void main()
+{
+ frag_color = max(vertex_color, vec4(0));
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl
new file mode 100644
index 0000000000..ea04ce1cae
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl
@@ -0,0 +1,76 @@
+/**
+ * @file normaldebugG.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+// *NOTE: Geometry shaders have a reputation for being slow. Consider using
+// compute shaders instead, which have a reputation for being fast. This
+// geometry shader in particular seems to run fine on my machine, but I won't
+// vouch for this in performance-critical areas.
+// -Cosmic,2023-09-28
+
+out vec4 vertex_color;
+
+in vec4 normal_g[];
+#if HAS_ATTRIBUTE_TANGENT == 1
+in vec4 tangent_g[];
+#endif
+
+layout(TRIANGLES) in;
+#if HAS_ATTRIBUTE_TANGENT == 1
+layout(LINE_STRIP, max_vertices = 12) out;
+#else
+layout(LINE_STRIP, max_vertices = 6) out;
+#endif
+
+void triangle_normal_debug(int i)
+{
+ // Normal
+ vec4 normal_color = vec4(1.0, 1.0, 0.0, 1.0);
+ gl_Position = gl_in[i].gl_Position;
+ vertex_color = normal_color;
+ EmitVertex();
+ gl_Position = normal_g[i];
+ vertex_color = normal_color;
+ EmitVertex();
+ EndPrimitive();
+
+#if HAS_ATTRIBUTE_TANGENT == 1
+ // Tangent
+ vec4 tangent_color = vec4(0.0, 1.0, 1.0, 1.0);
+ gl_Position = gl_in[i].gl_Position;
+ vertex_color = tangent_color;
+ EmitVertex();
+ gl_Position = tangent_g[i];
+ vertex_color = tangent_color;
+ EmitVertex();
+ EndPrimitive();
+#endif
+}
+
+void main()
+{
+ triangle_normal_debug(0);
+ triangle_normal_debug(1);
+ triangle_normal_debug(2);
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl
new file mode 100644
index 0000000000..d1596b9d2a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl
@@ -0,0 +1,74 @@
+/**
+ * @file normaldebugV.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+in vec3 position;
+in vec3 normal;
+out vec4 normal_g;
+#if HAS_ATTRIBUTE_TANGENT == 1
+in vec4 tangent;
+out vec4 tangent_g;
+#endif
+
+uniform float debug_normal_draw_length;
+
+#ifdef HAS_SKIN
+mat4 getObjectSkinnedTransform();
+#else
+uniform mat3 normal_matrix;
+#endif
+uniform mat4 projection_matrix;
+uniform mat4 modelview_matrix;
+
+// *NOTE: Should use the modelview_projection_matrix here in the non-skinned
+// case for efficiency, but opting for the simplier implementation for now as
+// this is debug code. Also, the skinned version hasn't beeen tested yet.
+// world_pos = mat * vec4(position.xyz, 1.0)
+vec4 get_screen_normal(vec3 position, vec4 world_pos, vec3 normal, mat4 mat)
+{
+ vec4 world_norm = mat * vec4((position + normal), 1.0);
+ world_norm.xyz -= world_pos.xyz;
+ world_norm.xyz = debug_normal_draw_length * normalize(world_norm.xyz);
+ world_norm.xyz += world_pos.xyz;
+ return projection_matrix * world_norm;
+}
+
+void main()
+{
+#ifdef HAS_SKIN
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+#else
+#define mat modelview_matrix
+#endif
+
+ vec4 world_pos = mat * vec4(position.xyz,1.0);
+
+ gl_Position = projection_matrix * world_pos;
+ normal_g = get_screen_normal(position.xyz, world_pos, normal.xyz, mat);
+#if HAS_ATTRIBUTE_TANGENT == 1
+ tangent_g = get_screen_normal(position.xyz, world_pos, tangent.xyz, mat);
+#endif
+}
+
diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp
index 931880a475..40e8e526d1 100644
--- a/indra/newview/llspatialpartition.cpp
+++ b/indra/newview/llspatialpartition.cpp
@@ -47,6 +47,7 @@
#include "pipeline.h"
#include "llmeshrepository.h"
#include "llrender.h"
+#include "lldrawpool.h"
#include "lloctree.h"
#include "llphysicsshapebuilderutil.h"
#include "llvoavatar.h"
@@ -2000,7 +2001,11 @@ void renderBoundingBox(LLDrawable* drawable, BOOL set_color = TRUE)
drawBoxOutline(pos,size);
}
}
-
+// *TODO: LLDrawables which are not part of LLVOVolumes fall into a different
+// code path which uses a shader - it was tested to be faster than mapping a
+// vertex buffer in the terrain case. Consider using it for LLVOVolumes as well
+// to simplify and speed up this debug code. Alternatively, a compute shader is
+// likely faster. -Cosmic,2023-09-28
void renderNormals(LLDrawable *drawablep)
{
if (!drawablep->isVisible())
@@ -2008,11 +2013,13 @@ void renderNormals(LLDrawable *drawablep)
LLVertexBuffer::unbind();
+ LLViewerObject* obj = drawablep->getVObj();
LLVOVolume *vol = drawablep->getVOVolume();
- if (vol)
+ if (obj)
{
- LLVolume *volume = vol->getVolume();
+ LLGLEnable blend(GL_BLEND);
+ LLGLDepthTest gl_depth(GL_TRUE, GL_FALSE);
// Drawable's normals & tangents are stored in model space, i.e. before any scaling is applied.
//
@@ -2021,68 +2028,136 @@ void renderNormals(LLDrawable *drawablep)
// transform. We get that effect here by pre-applying the inverse scale (twice, because
// one forward scale will be re-applied via the MVP in the vertex shader)
- LLVector3 scale_v3 = vol->getScale();
- float scale_len = scale_v3.length();
- LLVector4a obj_scale(scale_v3.mV[VX], scale_v3.mV[VY], scale_v3.mV[VZ]);
- obj_scale.normalize3();
+ LLVector4a inv_scale;
+ float scale_len;
+ if (vol)
+ {
+ LLVector3 scale_v3 = vol->getScale();
+ LLVector4a obj_scale(scale_v3.mV[VX], scale_v3.mV[VY], scale_v3.mV[VZ]);
+ obj_scale.normalize3();
- // Normals &tangent line segments get scaled along with the object. Divide by scale length
- // to keep the as-viewed lengths (relatively) constant with the debug setting length
- float draw_length = gSavedSettings.getF32("RenderDebugNormalScale") / scale_len;
+ // Create inverse-scale vector for normals
+ inv_scale.set(1.0 / scale_v3.mV[VX], 1.0 / scale_v3.mV[VY], 1.0 / scale_v3.mV[VZ], 0.0);
+ inv_scale.mul(inv_scale); // Squared, to apply inverse scale twice
- // Create inverse-scale vector for normals
- LLVector4a inv_scale(1.0 / scale_v3.mV[VX], 1.0 / scale_v3.mV[VY], 1.0 / scale_v3.mV[VZ]);
- inv_scale.mul(inv_scale); // Squared, to apply inverse scale twice
- inv_scale.normalize3fast();
+ inv_scale.normalize3fast();
+ scale_len = scale_v3.length();
+ }
+ else
+ {
+ inv_scale.set(1.0, 1.0, 1.0, 0.0);
+ scale_len = 1.0;
+ }
gGL.pushMatrix();
- gGL.multMatrix((F32 *) vol->getRelativeXform().mMatrix);
+ if (vol)
+ {
+ gGL.multMatrix((F32 *) vol->getRelativeXform().mMatrix);
+ }
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- for (S32 i = 0; i < volume->getNumVolumeFaces(); ++i)
+ // Normals &tangent line segments get scaled along with the object. Divide by scale length
+ // to keep the as-viewed lengths (relatively) constant with the debug setting length
+ float draw_length = gSavedSettings.getF32("RenderDebugNormalScale") / scale_len;
+
+ std::vector<LLVolumeFace>* faces = nullptr;
+ std::vector<LLFace*>* drawable_faces = nullptr;
+ if (vol)
+ {
+ LLVolume* volume = vol->getVolume();
+ faces = &volume->getVolumeFaces();
+ }
+ else
{
- const LLVolumeFace &face = volume->getVolumeFace(i);
+ drawable_faces = &drawablep->getFaces();
+ }
- gGL.flush();
- gGL.diffuseColor4f(1, 1, 0, 1);
- gGL.begin(LLRender::LINES);
- for (S32 j = 0; j < face.mNumVertices; ++j)
- {
- LLVector4a n, p;
+ if (faces)
+ {
+ for (auto it = faces->begin(); it != faces->end(); ++it)
+ {
+ const LLVolumeFace& face = *it;
+
+ gGL.flush();
+ gGL.diffuseColor4f(1, 1, 0, 1);
+ gGL.begin(LLRender::LINES);
+ for (S32 j = 0; j < face.mNumVertices; ++j)
+ {
+ LLVector4a n, p;
- n.setMul(face.mNormals[j], 1.0);
- n.mul(inv_scale); // Pre-scale normal, so it's left with an inverse-transpose xform after MVP
- n.normalize3fast();
- n.mul(draw_length);
- p.setAdd(face.mPositions[j], n);
+ n.setMul(face.mNormals[j], 1.0);
+ n.mul(inv_scale); // Pre-scale normal, so it's left with an inverse-transpose xform after MVP
+ n.normalize3fast();
+ n.mul(draw_length);
+ p.setAdd(face.mPositions[j], n);
- gGL.vertex3fv(face.mPositions[j].getF32ptr());
- gGL.vertex3fv(p.getF32ptr());
- }
- gGL.end();
+ gGL.vertex3fv(face.mPositions[j].getF32ptr());
+ gGL.vertex3fv(p.getF32ptr());
+ }
+ gGL.end();
+
+ // Tangents are simple vectors and do not require reorientation via pre-scaling
+ if (face.mTangents)
+ {
+ gGL.flush();
+ gGL.diffuseColor4f(0, 1, 1, 1);
+ gGL.begin(LLRender::LINES);
+ for (S32 j = 0; j < face.mNumVertices; ++j)
+ {
+ LLVector4a t, p;
- // Tangents are simple vectors and do not require reorientation via pre-scaling
- if (face.mTangents)
+ t.setMul(face.mTangents[j], 1.0f);
+ t.normalize3fast();
+ t.mul(draw_length);
+ p.setAdd(face.mPositions[j], t);
+
+ gGL.vertex3fv(face.mPositions[j].getF32ptr());
+ gGL.vertex3fv(p.getF32ptr());
+ }
+ gGL.end();
+ }
+ }
+ }
+ else if (drawable_faces)
+ {
+ // *HACK: Prepare to restore previous shader as other debug code depends on a simpler shader being present
+ llassert(LLGLSLShader::sCurBoundShaderPtr == &gDebugProgram);
+ LLGLSLShader* prev_shader = LLGLSLShader::sCurBoundShaderPtr;
+ for (auto it = drawable_faces->begin(); it != drawable_faces->end(); ++it)
{
- gGL.flush();
- gGL.diffuseColor4f(0, 1, 1, 1);
- gGL.begin(LLRender::LINES);
- for (S32 j = 0; j < face.mNumVertices; ++j)
+ LLFace* facep = *it;
+ LLFace& face = **it;
+ LLVertexBuffer* buf = face.getVertexBuffer();
+ if (!buf) { continue; }
+ U32 mask_vn = LLVertexBuffer::TYPE_VERTEX | LLVertexBuffer::TYPE_NORMAL;
+ if ((buf->getTypeMask() & mask_vn) != mask_vn) { continue; }
+
+ LLGLSLShader* shader;
+ if ((buf->getTypeMask() & LLVertexBuffer::TYPE_TANGENT) != LLVertexBuffer::TYPE_TANGENT)
{
- LLVector4a t, p;
+ shader = &gNormalDebugProgram[NORMAL_DEBUG_SHADER_DEFAULT];
+ }
+ else
+ {
+ shader = &gNormalDebugProgram[NORMAL_DEBUG_SHADER_WITH_TANGENTS];
+ }
+ shader->bind();
- t.setMul(face.mTangents[j], 1.0f);
- t.normalize3fast();
- t.mul(draw_length);
- p.setAdd(face.mPositions[j], t);
+ shader->uniform1f(LLShaderMgr::DEBUG_NORMAL_DRAW_LENGTH, draw_length);
- gGL.vertex3fv(face.mPositions[j].getF32ptr());
- gGL.vertex3fv(p.getF32ptr());
- }
- gGL.end();
+ LLRenderPass::applyModelMatrix(&facep->getDrawable()->getRegion()->mRenderMatrix);
+
+ buf->setBuffer();
+ // *NOTE: The render type in the vertex shader is TRIANGLES, but gets converted to LINES in the geometry shader
+ // *NOTE: For terrain normal debug, this seems to also include vertices for water, which is technically not part of the terrain. Should fix that at some point.
+ buf->drawRange(LLRender::TRIANGLES, face.getGeomIndex(), face.getGeomIndex() + face.getGeomCount()-1, face.getIndicesCount(), face.getIndicesStart());
}
- }
+ if (prev_shader)
+ {
+ prev_shader->bind();
+ }
+ }
gGL.popMatrix();
}
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 48c54f3dcc..7e49ea3b7c 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -91,6 +91,8 @@ LLGLSLShader gTwoTextureCompareProgram;
LLGLSLShader gOneTextureFilterProgram;
LLGLSLShader gDebugProgram;
LLGLSLShader gSkinnedDebugProgram;
+LLGLSLShader gNormalDebugProgram[NORMAL_DEBUG_SHADER_COUNT];
+LLGLSLShader gSkinnedNormalDebugProgram[NORMAL_DEBUG_SHADER_COUNT];
LLGLSLShader gClipProgram;
LLGLSLShader gAlphaMaskProgram;
LLGLSLShader gBenchmarkProgram;
@@ -2694,6 +2696,33 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
if (success)
{
+ for (S32 variant = 0; variant < NORMAL_DEBUG_SHADER_COUNT; ++variant)
+ {
+ LLGLSLShader& shader = gNormalDebugProgram[variant];
+ LLGLSLShader& skinned_shader = gSkinnedNormalDebugProgram[variant];
+ shader.mName = "Normal Debug Shader";
+ shader.mShaderFiles.clear();
+ shader.mShaderFiles.push_back(make_pair("interface/normaldebugV.glsl", GL_VERTEX_SHADER));
+ // *NOTE: Geometry shaders have a reputation for being slow.
+ // Consider using compute shaders instead, which have a reputation
+ // for being fast. This geometry shader in particular seems to run
+ // fine on my machine, but I won't vouch for this in
+ // performance-critical areas. -Cosmic,2023-09-28
+ shader.mShaderFiles.push_back(make_pair("interface/normaldebugG.glsl", GL_GEOMETRY_SHADER));
+ shader.mShaderFiles.push_back(make_pair("interface/normaldebugF.glsl", GL_FRAGMENT_SHADER));
+ shader.mRiggedVariant = &skinned_shader;
+ shader.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
+ if (variant == NORMAL_DEBUG_SHADER_WITH_TANGENTS)
+ {
+ shader.addPermutation("HAS_ATTRIBUTE_TANGENT", "1");
+ }
+ success = make_rigged_variant(shader, skinned_shader);
+ success = success && shader.createShader(NULL, NULL);
+ }
+ }
+
+ if (success)
+ {
gClipProgram.mName = "Clip Shader";
gClipProgram.mShaderFiles.clear();
gClipProgram.mShaderFiles.push_back(make_pair("interface/clipV.glsl", GL_VERTEX_SHADER));
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index cb1729cd1b..4273c3e70c 100644
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -156,6 +156,14 @@ extern LLGLSLShader gRadianceGenProgram;
extern LLGLSLShader gIrradianceGenProgram;
extern LLGLSLShader gGlowCombineFXAAProgram;
extern LLGLSLShader gDebugProgram;
+enum NormalDebugShaderVariant : S32
+{
+ NORMAL_DEBUG_SHADER_DEFAULT,
+ NORMAL_DEBUG_SHADER_WITH_TANGENTS,
+ NORMAL_DEBUG_SHADER_COUNT
+};
+extern LLGLSLShader gNormalDebugProgram[NORMAL_DEBUG_SHADER_COUNT];
+extern LLGLSLShader gSkinnedNormalDebugProgram[NORMAL_DEBUG_SHADER_COUNT];
extern LLGLSLShader gClipProgram;
extern LLGLSLShader gBenchmarkProgram;
extern LLGLSLShader gReflectionProbeDisplayProgram;
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index d81bcef259..fb57042110 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -8241,6 +8241,7 @@ void LLPipeline::renderDeferredLighting()
LLPipeline::RENDER_TYPE_CONTROL_AV,
LLPipeline::RENDER_TYPE_ALPHA_MASK,
LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_TERRAIN,
LLPipeline::RENDER_TYPE_WATER,
END_RENDER_TYPES);