summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorGraham Linden <graham@lindenlab.com>2019-01-17 08:32:09 -0800
committerGraham Linden <graham@lindenlab.com>2019-01-17 08:32:09 -0800
commit066eb59808d5649c745fdc6c37b62f2eb9a19b6f (patch)
treef020f149739116455ff83dd94fbc62884a619916
parent042454bda9506185ebf82e3bbdf4305214d6af84 (diff)
SL-10368
Fix OSX shader compile bug from use of #if FOO instead of #ifdef FOO or #if defined(FOO) preventing atmospherics (and thus ALM) from working on OSX.
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl2
-rw-r--r--indra/newview/llviewershadermgr.cpp28
27 files changed, 71 insertions, 57 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
index 3f90600ace..0fa0edfd67 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
@@ -41,7 +41,7 @@ void main()
vec4 p = projection_matrix * vec4(pos, 1.0);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
p.z = max(p.z, -p.w+0.01);
gl_Position = p;
#else
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index 8e46425ea8..50020a50d8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
uniform sampler2D diffuseMap;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -41,7 +41,7 @@ void main()
{
frag_color = vec4(1,1,1,1);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
index bde1ad4e9f..91b25613e0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
@@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -53,7 +53,7 @@ void main()
norm = normalize(norm);
pos = projection_matrix * pos;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
post_pos = pos;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl
index fa6926b007..d93baa03c6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl
@@ -55,7 +55,7 @@ uniform vec3 sun_dir;
uniform float sun_size;
uniform float far_z;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -114,7 +114,7 @@ void main()
frag_color = vec4(alpha1, alpha1, alpha1, 1);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl
index cb27b2c2c5..effb070f93 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl
@@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
@@ -49,7 +49,7 @@ void main()
pos = modelview_projection_matrix * pre_pos;
target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
pos_zd2 = pos.z * 0.5;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
#else
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl
index 12bc690553..44f2a73e1f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
uniform sampler2D diffuseMap;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
@@ -49,7 +49,7 @@ void main()
frag_color = vec4(alpha, alpha, alpha, 1);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl
index 11411a605c..f45c343066 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl
@@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
@@ -52,7 +52,7 @@ void main()
pos_w = pos.w;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
pos_zd2 = pos.z * 0.5;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index ae1b19a35c..1791d3e315 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
uniform sampler2D diffuseMap;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
@@ -62,7 +62,7 @@ void main()
frag_color = vec4(1,1,1,1);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
index 11411a605c..f45c343066 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
@@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
@@ -52,7 +52,7 @@ void main()
pos_w = pos.w;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
pos_zd2 = pos.z * 0.5;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
index ef153dfc5b..0e74d2eb8a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
@@ -27,7 +27,7 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -40,7 +40,7 @@ void main()
vec3 p = position*box_size+box_center;
vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
post_pos = pos;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index 242aef821d..22d42d38c1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -31,7 +31,7 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -39,7 +39,7 @@ void main()
{
frag_color = vec4(1,1,1,1);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
index cc77a4cea0..41a89fb8b4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
@@ -27,7 +27,7 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -36,7 +36,7 @@ void main()
//transform vertex
vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
post_pos = pos;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl
index fa6926b007..d93baa03c6 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl
@@ -55,7 +55,7 @@ uniform vec3 sun_dir;
uniform float sun_size;
uniform float far_z;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -114,7 +114,7 @@ void main()
frag_color = vec4(alpha1, alpha1, alpha1, 1);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif
diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl
index 52164e7b80..1c2fbaf25d 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl
@@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
@@ -48,7 +48,7 @@ void main()
pos = modelview_projection_matrix * pre_pos;
target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
pos_zd2 = pos.z * 0.5;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
#else
diff --git a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl
index 3be9cb3de8..1a655e6467 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl
@@ -42,10 +42,8 @@ void main()
pos = (mat*vec4(position.xyz, 1.0));
pos = projection_matrix * vec4(pos.xyz, 1.0);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
pos.z = max(pos.z, -pos.w+0.01);
- gl_Position = pos;
-#else
- gl_Position = pos;
#endif
+ gl_Position = pos;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl
index f4e5a61e36..48eefc7a73 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
uniform sampler2D diffuseMap;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -45,7 +45,7 @@ void main()
{
frag_color = computeMoments(length(pos), 1.0);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
#endif
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl
index 96ca2fd707..164b355f20 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl
@@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -56,7 +56,7 @@ void main()
pos = projection_matrix * pos;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
post_pos = pos;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
#else
diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl
index cb27b2c2c5..effb070f93 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl
@@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
@@ -49,7 +49,7 @@ void main()
pos = modelview_projection_matrix * pre_pos;
target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
pos_zd2 = pos.z * 0.5;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
#else
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl
index 01599d81c4..345c07a354 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
uniform sampler2D diffuseMap;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
@@ -52,7 +52,7 @@ void main()
frag_color = computeMoments(length(pos), float a);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);
#endif
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl
index 3fb2bafca4..af1461c297 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl
@@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
@@ -51,7 +51,7 @@ void main()
pos_w = pos.w;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
pos_zd2 = pos.z * 0.5;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl
index d6ed5b6bb0..50f1ffd626 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
uniform sampler2D diffuseMap;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
@@ -67,7 +67,7 @@ void main()
frag_color = computeMoments(length(pos.xyz), alpha);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);
#endif
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl
index bc7fe003f2..6a646f5e9e 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl
@@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
@@ -51,7 +51,7 @@ void main()
target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
pos_zd2 = pos.z * 0.5;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl
index 923de09ada..db8c75fb8a 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl
@@ -27,7 +27,7 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING vec4 post_pos;
#endif
@@ -40,7 +40,7 @@ void main()
vec3 p = position*box_size+box_center;
vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
post_pos = pos;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl
index 5a6c8728c0..3350267130 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
uniform sampler2D diffuseMap;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl
index 9a5edaf091..6577fe0ecf 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl
@@ -30,7 +30,7 @@ uniform mat4 texture_matrix0;
ATTRIBUTE vec3 position;
ATTRIBUTE vec2 texcoord0;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
VARYING float pos_zd2;
#endif
@@ -50,7 +50,7 @@ void main()
target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
pos_zd2 = pos.z * 0.5;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl
index 693af31bf2..41673d1669 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl
@@ -51,7 +51,7 @@ void main()
frag_color = computeMoments(length(pos), 1.0);
-#if !DEPTH_CLAMP
+#if !defined(DEPTH_CLAMP)
gl_FragDepth = max(pos.z/pos.w*0.5+0.5, 0.0);
#endif
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 000d67a4e2..1686aeea4f 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -2142,7 +2142,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- gDeferredShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
+ if (gGLManager.mHasDepthClamp)
+ {
+ gDeferredShadowProgram.addPermutation("DEPTH_CLAMP", "1");
+ }
success = gDeferredShadowProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2155,7 +2158,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredShadowCubeProgram.mShaderFiles.clear();
gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowCubeV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredShadowCubeProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
+ if (gGLManager.mHasDepthClamp)
+ {
+ gDeferredShadowCubeProgram.addPermutation("DEPTH_CLAMP", "1");
+ }
gDeferredShadowCubeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredShadowCubeProgram.createShader(NULL, NULL);
llassert(success);
@@ -2170,7 +2176,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredShadowAlphaMaskProgram.mShaderFiles.clear();
gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredShadowAlphaMaskProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
+ if (gGLManager.mHasDepthClamp)
+ {
+ gDeferredShadowAlphaMaskProgram.addPermutation("DEPTH_CLAMP", "1");
+ }
gDeferredShadowAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL);
llassert(success);
@@ -2185,7 +2194,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarShadowProgram.mShaderFiles.clear();
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredAvatarShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
+ if (gGLManager.mHasDepthClamp)
+ {
+ gDeferredAvatarShadowProgram.addPermutation("DEPTH_CLAMP", "1");
+ }
gDeferredAvatarShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarShadowProgram.createShader(NULL, NULL);
llassert(success);
@@ -2200,7 +2212,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAttachmentShadowProgram.mShaderFiles.clear();
gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredAttachmentShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
+ if (gGLManager.mHasDepthClamp)
+ {
+ gDeferredAttachmentShadowProgram.addPermutation("DEPTH_CLAMP", "1");
+ }
gDeferredAttachmentShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAttachmentShadowProgram.createShader(NULL, NULL);
llassert(success);
@@ -3862,6 +3877,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
success = gWLCloudProgram.createShader(NULL, NULL);
}
+ /* unused outside of ALM at the moment and failing to link on OSX for reasons only Timmy knows.
if (success)
{
gWLCloudShadowProgram.mName = "Windlight Cloud Shadow Program";
@@ -3874,7 +3890,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
gWLCloudShadowProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
gWLCloudShadowProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gWLCloudShadowProgram.createShader(NULL, NULL);
- }
+ }*/
if (success)
{