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authorDave Parks <davep@lindenlab.com>2011-09-28 00:41:10 -0500
committerDave Parks <davep@lindenlab.com>2011-09-28 00:41:10 -0500
commit348a70181211b8fe37c569f8b3fb8324cc8c59ea (patch)
tree4b3e5ad42d549879c319bcf7e3fdfc0b60076dc9
parent554b14dedac5a51927bad57b475d8f5a571c1add (diff)
SH-2507 Shave some unused/redundant varying state and make the max texture index debug setting rebuild shaders to use no flow control when set to 1 or lower
-rw-r--r--indra/llrender/llglslshader.cpp8
-rw-r--r--indra/llrender/llglslshader.h2
-rw-r--r--indra/llrender/llshadermgr.cpp56
-rw-r--r--indra/newview/app_settings/settings.xml2
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/previewV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinyV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/treeV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl39
-rw-r--r--indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/shinyV.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/simpleV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl36
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl51
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl81
-rwxr-xr-xindra/newview/featuretable.txt1
-rw-r--r--indra/newview/featuretable_xp.txt1
-rw-r--r--indra/newview/llviewercontrol.cpp2
-rw-r--r--indra/newview/llviewershadermgr.cpp23
49 files changed, 443 insertions, 162 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 674d6dcf7e..3b6cc084b1 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -51,6 +51,7 @@ using std::string;
GLhandleARB LLGLSLShader::sCurBoundShader = 0;
LLGLSLShader* LLGLSLShader::sCurBoundShaderPtr = NULL;
+S32 LLGLSLShader::sIndexedTextureChannels = NULL;
bool LLGLSLShader::sNoFixedFunction = false;
//UI shader -- declared here so llui_libtest will link properly
@@ -125,13 +126,6 @@ BOOL LLGLSLShader::createShader(vector<string> * attributes,
// Create program
mProgramObject = glCreateProgramObjectARB();
-#if !LL_DARWIN
- if (gGLManager.mGLVersion < 3.1f)
- { //force indexed texture channels to 1 if GL version is old (performance improvement for drivers with poor branching shader model support)
- mFeatures.mIndexedTextureChannels = llmin(mFeatures.mIndexedTextureChannels, 1);
- }
-#endif // !LL_DARWIN
-
//compile new source
vector< pair<string,GLenum> >::iterator fileIter = mShaderFiles.begin();
for ( ; fileIter != mShaderFiles.end(); fileIter++ )
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 04dc594d87..beef57796d 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -69,7 +69,7 @@ public:
static GLhandleARB sCurBoundShader;
static LLGLSLShader* sCurBoundShaderPtr;
-
+ static S32 sIndexedTextureChannels;
static bool sNoFixedFunction;
void unload();
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 7dde24a437..16180c6831 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -81,7 +81,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
// NOTE order of shader object attaching is VERY IMPORTANT!!!
if (features->calculatesAtmospherics)
{
- if (!shader->attachObject("windlight/atmosphericsVarsV.glsl"))
+ if (features->hasWaterFog)
+ {
+ if (!shader->attachObject("windlight/atmosphericsVarsWaterV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else if (!shader->attachObject("windlight/atmosphericsVarsV.glsl"))
{
return FALSE;
}
@@ -161,7 +168,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if(features->calculatesAtmospherics)
{
- if (!shader->attachObject("windlight/atmosphericsVarsF.glsl"))
+ if (features->hasWaterFog)
+ {
+ if (!shader->attachObject("windlight/atmosphericsVarsWaterF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else if (!shader->attachObject("windlight/atmosphericsVarsF.glsl"))
{
return FALSE;
}
@@ -241,7 +255,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
return FALSE;
}
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
@@ -280,7 +294,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
return FALSE;
}
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
}
@@ -304,7 +318,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
return FALSE;
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
else if (features->hasWaterFog)
@@ -336,7 +350,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
return FALSE;
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
@@ -355,7 +369,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
return FALSE;
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
@@ -395,7 +409,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
return FALSE;
}
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
}
@@ -419,7 +433,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
return FALSE;
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
@@ -438,10 +452,26 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
return FALSE;
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
}
+
+ if (features->mIndexedTextureChannels <= 1)
+ {
+ if (!shader->attachObject("objects/nonindexedTextureV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("objects/indexedTextureV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
return TRUE;
}
@@ -631,7 +661,11 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
text[count++] = strdup(decl.c_str());
}
- text[count++] = strdup("VARYING float vary_texture_index;\n");
+ if (texture_index_channels > 1)
+ {
+ text[count++] = strdup("VARYING float vary_texture_index;\n");
+ }
+
text[count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n");
text[count++] = strdup("{\n");
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index ddc4f4ddd2..727851b4da 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -7796,7 +7796,7 @@
<key>Type</key>
<string>U32</string>
<key>Value</key>
- <integer>6</integer>
+ <integer>32</integer>
</map>
<key>RenderDebugTextureBind</key>
<map>
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
index cf939e2df8..2901e18db8 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
@@ -31,7 +31,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
@@ -59,8 +59,6 @@ void main()
gl_Position = projection_matrix * pos;
- fog_depth = length(pos.xyz);
-
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0,0,0,0));
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
index 15781bc92d..b09441f7eb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
@@ -49,7 +49,7 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_pointlight_col;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
uniform float near_clip;
@@ -135,7 +135,7 @@ void main()
vertex_color = col;
- fog_depth = pos.z;
+
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 74ee082bed..93b1a114db 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -29,7 +29,7 @@ uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-ATTRIBUTE float texture_index;
+void passTextureIndex();
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
@@ -50,10 +50,10 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_light;
VARYING vec3 vary_pointlight_col;
-VARYING float vary_texture_index;
+
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
uniform float near_clip;
uniform float shadow_offset;
@@ -98,7 +98,7 @@ void main()
{
//transform vertex
vec4 vert = vec4(position.xyz, 1.0);
- vary_texture_index = texture_index;
+ passTextureIndex();
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
@@ -138,7 +138,7 @@ void main()
vertex_color = col;
- fog_depth = pos.z;
+
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index 12e88ca5dd..acbc3f7e15 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -48,7 +48,7 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_pointlight_col;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
uniform float near_clip;
@@ -137,7 +137,7 @@ void main()
vertex_color = col;
- fog_depth = pos.z;
+
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
index 7ed41cbcb9..9461e3e32e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
@@ -32,7 +32,7 @@ ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
VARYING vec3 vary_normal;
-VARYING float vary_texture_index;
+
VARYING vec2 vary_texcoord0;
void main()
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
index 908f3abcd0..76d29b1df7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -28,23 +28,24 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-ATTRIBUTE float texture_index;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
VARYING vec3 vary_normal;
-VARYING float vary_texture_index;
+
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+void passTextureIndex();
+
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_texture_index = texture_index;
+ passTextureIndex();
vary_normal = normalize(normal_matrix * normal);
vertex_color = diffuse_color;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
index 7b108e4562..115b04797f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
@@ -28,7 +28,7 @@ uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-ATTRIBUTE float texture_index;
+void passTextureIndex();
ATTRIBUTE vec4 emissive;
ATTRIBUTE vec2 texcoord0;
@@ -39,17 +39,17 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-VARYING float vary_texture_index;
+
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
void main()
{
//transform vertex
vec4 vert = vec4(position.xyz, 1.0);
vec4 pos = (modelview_matrix * vert);
- vary_texture_index = texture_index;
+ passTextureIndex();
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
@@ -59,5 +59,5 @@ void main()
vertex_color = emissive;
- fog_depth = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index ab638991f7..2e6982d101 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -29,7 +29,7 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-ATTRIBUTE float texture_index;
+void passTextureIndex();
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
@@ -40,17 +40,17 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-VARYING float vary_texture_index;
+
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
void main()
{
//transform vertex
vec4 vert = vec4(position.xyz, 1.0);
vec4 pos = (modelview_matrix * vert);
- vary_texture_index = texture_index;
+ passTextureIndex();
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
@@ -60,5 +60,5 @@ void main()
vertex_color = diffuse_color;
- fog_depth = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index 57b3a6d001..45bd5c8b42 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -24,7 +24,7 @@
*/
-VARYING float fog_depth;
+
uniform vec4 waterFogColor;
uniform float waterFogEnd;
diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
index 8c38d5df2a..8494ffba52 100644
--- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
@@ -33,7 +33,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
void calcAtmospherics(vec3 inPositionEye);
mat4 getObjectSkinnedTransform();
@@ -54,5 +54,5 @@ void main()
gl_Position = projection_matrix*vec4(pos, 1.0);
- fog_depth = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
index 35feacb7b1..e984deb0c8 100644
--- a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
@@ -28,7 +28,7 @@ uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-ATTRIBUTE float texture_index;
+void passTextureIndex();
ATTRIBUTE vec4 emissive;
ATTRIBUTE vec2 texcoord0;
@@ -37,13 +37,13 @@ VARYING vec2 vary_texcoord0;
void calcAtmospherics(vec3 inPositionEye);
-VARYING float vary_texture_index;
-VARYING float fog_depth;
+
+
void main()
{
//transform vertex
- vary_texture_index = texture_index;
+ passTextureIndex();
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
@@ -52,5 +52,5 @@ void main()
vertex_color = emissive;
- fog_depth = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl
index f73760bfd4..5d6f14230c 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl
@@ -33,7 +33,7 @@ ATTRIBUTE vec3 normal;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
void calcAtmospherics(vec3 inPositionEye);
@@ -49,5 +49,5 @@ void main()
vertex_color = vec4(1,1,1,1);
- fog_depth = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
index 69cd858b4d..79b552ee1a 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
@@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
-VARYING float fog_depth;
+
void calcAtmospherics(vec3 inPositionEye);
mat4 getObjectSkinnedTransform();
@@ -63,5 +63,5 @@ void main()
gl_Position = projection_matrix*vec4(pos, 1.0);
- fog_depth = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
index a8e640018d..8d1bbf350d 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
@@ -37,7 +37,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
-VARYING float fog_depth;
+
void calcAtmospherics(vec3 inPositionEye);
@@ -59,5 +59,5 @@ void main()
vertex_color = diffuse_color;
- fog_depth = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
index 4de24fd46b..eff75435a9 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
@@ -35,7 +35,7 @@ mat4 getObjectSkinnedTransform();
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
void main()
{
@@ -53,5 +53,5 @@ void main()
gl_Position = projection_matrix*vec4(pos, 1.0);
- fog_depth = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
index 7286e5e2f4..8b20c2a860 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
@@ -33,7 +33,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
void calcAtmospherics(vec3 inPositionEye);
@@ -50,5 +50,5 @@ void main()
vertex_color = diffuse_color;
- fog_depth = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl
new file mode 100644
index 0000000000..a95c9e0ab9
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl
@@ -0,0 +1,34 @@
+/**
+ * @file indexedTextureV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, 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
+ * $/LicenseInfo$
+ */
+
+ATTRIBUTE float texture_index;
+
+VARYING float vary_texture_index;
+
+void passTextureIndex()
+{
+ vary_texture_index = texture_index;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl
new file mode 100644
index 0000000000..2839171044
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl
@@ -0,0 +1,30 @@
+/**
+ * @file nonindexedTextureV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, 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
+ * $/LicenseInfo$
+ */
+
+void passTextureIndex()
+{
+
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
index 282686a9b0..5dcfa87066 100644
--- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
@@ -34,7 +34,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -53,5 +53,5 @@ void main()
vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));
vertex_color = color;
- fog_depth = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
index 86a78b190c..4ca53a8f30 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
@@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec3 vary_texcoord0;
-VARYING float fog_depth;
+
void calcAtmospherics(vec3 inPositionEye);
@@ -57,6 +57,6 @@ void main()
vary_texcoord0 = (texture_matrix0*vec4(ref,1.0)).xyz;
- fog_depth = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
index 45a493e4f2..706627e175 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
@@ -34,7 +34,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -53,5 +53,5 @@ void main()
vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));
vertex_color = color;
- fog_depth = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
index aea0e25e60..1c6e53b187 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
@@ -33,7 +33,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -61,5 +61,5 @@ void main()
gl_Position = projection_matrix*vec4(pos, 1.0);
- fog_depth = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
index 4b6b219751..df9111f941 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
@@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -53,6 +53,4 @@ void main()
vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
vertex_color = color;
-
- fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
index 250d99a9c7..fa01a27ec0 100644
--- a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
@@ -37,7 +37,7 @@ void calcAtmospherics(vec3 inPositionEye);
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
void main()
{
@@ -56,5 +56,5 @@ void main()
vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));
vertex_color = color;
- fog_depth = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
index 2e41360150..8bdae328bd 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
@@ -24,10 +24,7 @@
*/
-
-VARYING vec3 vary_PositionEye;
-
vec3 getPositionEye()
{
- return vary_PositionEye;
+ return vec3(0,0,0);
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
index 42f8646f2d..8ec9ae617c 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
@@ -25,15 +25,12 @@
-VARYING vec3 vary_PositionEye;
-
-
vec3 getPositionEye()
{
- return vary_PositionEye;
+ return vec3(0,0,0);
}
void setPositionEye(vec3 v)
{
- vary_PositionEye = v;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl
new file mode 100644
index 0000000000..636d4af006
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl
@@ -0,0 +1,33 @@
+/**
+ * @file atmosphericVarsWaterF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, 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
+ * $/LicenseInfo$
+ */
+
+
+VARYING vec3 vary_PositionEye;
+
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
new file mode 100644
index 0000000000..ef34c5c853
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
@@ -0,0 +1,39 @@
+/**
+ * @file atmosphericVarsWaterV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, 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
+ * $/LicenseInfo$
+ */
+
+
+VARYING vec3 vary_PositionEye;
+VARYING float fog_depth;
+
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
+
+void setPositionEye(vec3 v)
+{
+ vary_PositionEye = v;
+ fog_depth = v.z;
+}
diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
index 04d3e2aa1f..5af9f5c902 100644
--- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
@@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -56,7 +56,7 @@ void main()
vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));
vertex_color = color;
- fog_depth = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
index ad353eb624..5a3955ef00 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
@@ -50,7 +50,7 @@ VARYING vec3 vary_pointlight_col;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
uniform float near_clip;
uniform float shadow_offset;
@@ -140,7 +140,7 @@ void main()
vertex_color = col;
- fog_depth = pos.z;
+
pos.xyz = (modelview_projection_matrix * vec4(position.xyz, 1.0)).xyz;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 6a3777c7c8..9540ddd2e8 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -29,7 +29,7 @@ uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-ATTRIBUTE float texture_index;
+void passTextureIndex();
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
@@ -49,10 +49,10 @@ VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
-VARYING float vary_texture_index;
+
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
uniform float near_clip;
uniform float shadow_offset;
@@ -97,7 +97,7 @@ void main()
{
//transform vertex
vec4 vert = vec4(position.xyz, 1.0);
- vary_texture_index = texture_index;
+ passTextureIndex();
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
@@ -136,7 +136,7 @@ void main()
vertex_color = col;
- fog_depth = pos.z;
+
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index 091a865160..63c7a6b13d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -48,7 +48,7 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_pointlight_col;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
uniform float near_clip;
uniform float shadow_offset;
@@ -139,7 +139,7 @@ void main()
vertex_color = col;
- fog_depth = pos.z;
+
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
index 580ef2694f..34bd8d445a 100644
--- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
@@ -34,10 +34,10 @@ void calcAtmospherics(vec3 inPositionEye);
uniform vec4 origin;
-VARYING float vary_texture_index;
+
ATTRIBUTE vec3 position;
-ATTRIBUTE float texture_index;
+void passTextureIndex();
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
@@ -45,13 +45,13 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
-VARYING float fog_depth;
+
void main()
{
//transform vertex
vec4 vert = vec4(position.xyz,1.0);
- vary_texture_index = texture_index;
+ passTextureIndex();
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
@@ -64,6 +64,4 @@ void main()
calcAtmospherics(pos.xyz);
vertex_color = diffuse_color;
-
- fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
index 09dbd0b6cd..fc20d3270e 100644
--- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
@@ -28,7 +28,7 @@ uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-ATTRIBUTE float texture_index;
+void passTextureIndex();
ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
@@ -36,16 +36,16 @@ ATTRIBUTE vec4 diffuse_color;
void calcAtmospherics(vec3 inPositionEye);
-VARYING float vary_texture_index;
+
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
void main()
{
//transform vertex
vec4 vert = vec4(position.xyz,1.0);
- vary_texture_index = texture_index;
+ passTextureIndex();
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
@@ -54,5 +54,5 @@ void main()
vertex_color = diffuse_color;
- fog_depth = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
index 86c592ea57..fdb3453cc5 100644
--- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
@@ -30,7 +30,7 @@ uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-ATTRIBUTE float texture_index;
+void passTextureIndex();
ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
@@ -43,16 +43,13 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
-VARYING float vary_texture_index;
-VARYING float fog_depth;
-
uniform vec4 origin;
void main()
{
//transform vertex
vec4 vert = vec4(position.xyz,1.0);
- vary_texture_index = texture_index;
+ passTextureIndex();
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
@@ -64,7 +61,5 @@ void main()
calcAtmospherics(pos.xyz);
- vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));
-
- fog_depth = pos.z;
+ vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl
index 6799e43b9a..cb80697d15 100644
--- a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl
@@ -35,7 +35,7 @@ ATTRIBUTE vec4 diffuse_color;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -57,5 +57,5 @@ void main()
vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
vertex_color = color;
- fog_depth = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
index 8e8f0664b0..37a20383e2 100644
--- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
@@ -29,7 +29,7 @@ uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-ATTRIBUTE float texture_index;
+void passTextureIndex();
ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
@@ -37,16 +37,16 @@ ATTRIBUTE vec4 diffuse_color;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
-VARYING float vary_texture_index;
+
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-VARYING float fog_depth;
+
void main()
{
//transform vertex
vec4 vert = vec4(position.xyz,1.0);
- vary_texture_index = texture_index;
+ passTextureIndex();
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
@@ -60,5 +60,5 @@ void main()
vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
vertex_color = color;
- fog_depth = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
index 08814b49d8..e8e56e12c1 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
@@ -24,25 +24,17 @@
*/
-
-VARYING vec3 vary_PositionEye;
-
VARYING vec3 vary_SunlitColor;
-VARYING vec3 vary_AmblitColor;
VARYING vec3 vary_AdditiveColor;
-VARYING vec3 vary_AtmosAttenuation;
+VARYING float vary_AtmosAttenuation;
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
vec3 getSunlitColor()
{
- return vary_SunlitColor;
+ return vec3(0,0,0);
}
vec3 getAmblitColor()
{
- return vary_AmblitColor;
+ return vec3(0,0,0);
}
vec3 getAdditiveColor()
{
@@ -50,5 +42,5 @@ vec3 getAdditiveColor()
}
vec3 getAtmosAttenuation()
{
- return vary_AtmosAttenuation;
+ return vec3(vary_AtmosAttenuation);
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
index 514f009add..01605e5b25 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
@@ -24,49 +24,50 @@
*/
-
-VARYING vec3 vary_PositionEye;
-
-VARYING vec3 vary_SunlitColor;
-VARYING vec3 vary_AmblitColor;
VARYING vec3 vary_AdditiveColor;
-VARYING vec3 vary_AtmosAttenuation;
+VARYING float vary_AtmosAttenuation;
+
+vec3 atmos_attenuation;
+vec3 sunlit_color;
+vec3 amblit_color;
+vec3 position_eye;
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
vec3 getSunlitColor()
{
- return vary_SunlitColor;
+ return sunlit_color;
}
vec3 getAmblitColor()
{
- return vary_AmblitColor;
+ return amblit_color;
}
+
vec3 getAdditiveColor()
{
return vary_AdditiveColor;
}
vec3 getAtmosAttenuation()
{
- return vary_AtmosAttenuation;
+ return atmos_attenuation;
}
+vec3 getPositionEye()
+{
+ return position_eye;
+}
void setPositionEye(vec3 v)
{
- vary_PositionEye = v;
+ position_eye = v;
}
void setSunlitColor(vec3 v)
{
- vary_SunlitColor = v;
+ sunlit_color = v;
}
void setAmblitColor(vec3 v)
{
- vary_AmblitColor = v;
+ amblit_color = v;
}
void setAdditiveColor(vec3 v)
@@ -76,5 +77,6 @@ void setAdditiveColor(vec3 v)
void setAtmosAttenuation(vec3 v)
{
- vary_AtmosAttenuation = v;
+ atmos_attenuation = v;
+ vary_AtmosAttenuation = v.r;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl
new file mode 100644
index 0000000000..23046f990d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl
@@ -0,0 +1,51 @@
+/**
+ * @file atmosphericVarsWaterF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, 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
+ * $/LicenseInfo$
+ */
+
+VARYING vec3 vary_PositionEye;
+VARYING vec3 vary_SunlitColor;
+VARYING vec3 vary_AdditiveColor;
+VARYING float vary_AtmosAttenuation;
+
+vec3 getSunlitColor()
+{
+ return vec3(0,0,0);
+}
+vec3 getAmblitColor()
+{
+ return vec3(0,0,0);
+}
+vec3 getAdditiveColor()
+{
+ return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+ return vec3(vary_AtmosAttenuation);
+}
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl
new file mode 100644
index 0000000000..279c4dd981
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl
@@ -0,0 +1,81 @@
+/**
+ * @file atmosphericVarsWaterV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, 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
+ * $/LicenseInfo$
+ */
+
+VARYING vec3 vary_PositionEye;
+VARYING vec3 vary_AdditiveColor;
+VARYING float vary_AtmosAttenuation;
+
+vec3 atmos_attenuation;
+vec3 sunlit_color;
+vec3 amblit_color;
+
+vec3 getSunlitColor()
+{
+ return sunlit_color;
+}
+vec3 getAmblitColor()
+{
+ return amblit_color;
+}
+
+vec3 getAdditiveColor()
+{
+ return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+ return atmos_attenuation;
+}
+
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
+
+void setPositionEye(vec3 v)
+{
+ vary_PositionEye = v;
+}
+
+void setSunlitColor(vec3 v)
+{
+ sunlit_color = v;
+}
+
+void setAmblitColor(vec3 v)
+{
+ amblit_color = v;
+}
+
+void setAdditiveColor(vec3 v)
+{
+ vary_AdditiveColor = v;
+}
+
+void setAtmosAttenuation(vec3 v)
+{
+ atmos_attenuation = v;
+ vary_AtmosAttenuation = v.r;
+}
diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt
index e12c2f7853..ca66ae989c 100755
--- a/indra/newview/featuretable.txt
+++ b/indra/newview/featuretable.txt
@@ -292,6 +292,7 @@ RenderVBOEnable 1 0
list OpenGLPre30
RenderDeferred 0 0
+RenderMaxTextureIndex 1 1
list Intel
RenderAnisotropic 1 0
diff --git a/indra/newview/featuretable_xp.txt b/indra/newview/featuretable_xp.txt
index a0245f5369..e855b2c569 100644
--- a/indra/newview/featuretable_xp.txt
+++ b/indra/newview/featuretable_xp.txt
@@ -290,6 +290,7 @@ RenderVBOEnable 1 0
list OpenGLPre30
RenderDeferred 0 0
+RenderMaxTextureIndex 1 1
list Intel
RenderAnisotropic 1 0
diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp
index f521d93e03..563a63287e 100644
--- a/indra/newview/llviewercontrol.cpp
+++ b/indra/newview/llviewercontrol.cpp
@@ -594,7 +594,7 @@ void settings_setup_listeners()
gSavedSettings.getControl("OctreeMaxNodeCapacity")->getSignal()->connect(boost::bind(&handleRepartition, _2));
gSavedSettings.getControl("OctreeAlphaDistanceFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2));
gSavedSettings.getControl("OctreeAttachmentSizeFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2));
- gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
+ gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderUseTriStrips")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
gSavedSettings.getControl("RenderAnimateTrees")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
gSavedSettings.getControl("RenderAvatarVP")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 17cce3069e..94b7451f0e 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -444,6 +444,9 @@ void LLViewerShaderMgr::setShaders()
return;
}
+ LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")), 1);
+
+
if (LLRender::sGLCoreProfile)
{
if (!gSavedSettings.getBOOL("VertexShaderEnable"))
@@ -826,8 +829,8 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
// (in order of shader function call depth for reference purposes, deepest level first)
vector< pair<string, S32> > shaders;
- shaders.reserve(10);
shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
+ shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) );
@@ -838,6 +841,8 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) );
shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) );
+ shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) );
+ shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) );
// We no longer have to bind the shaders to global glhandles, they are automatically added to a map now.
for (U32 i = 0; i < shaders.size(); i++)
@@ -853,8 +858,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
// (in order of shader function call depth for reference purposes, deepest level first)
shaders.clear();
- shaders.reserve(13);
- S32 ch = gGLManager.mNumTextureImageUnits-1;
+ S32 ch = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
if (gGLManager.mGLVersion < 3.1f)
{ //force to 1 texture index channel for old drivers
@@ -863,6 +867,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
std::vector<S32> index_channels;
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
@@ -1186,7 +1191,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredDiffuseProgram.mShaderFiles.clear();
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredDiffuseProgram.createShader(NULL, NULL);
}
@@ -1197,7 +1202,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear();
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL);
}
@@ -1394,11 +1399,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
{
- gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
}
else
{ //shave off some texture units for shadow maps
- gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits - 6;
+ gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);
}
gDeferredAlphaProgram.mShaderFiles.clear();
@@ -1428,7 +1433,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightProgram.mFeatures.hasGamma = true;
gDeferredFullbrightProgram.mFeatures.hasTransport = true;
- gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightProgram.mShaderFiles.clear();
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1442,7 +1447,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true;
gDeferredEmissiveProgram.mFeatures.hasGamma = true;
gDeferredEmissiveProgram.mFeatures.hasTransport = true;
- gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredEmissiveProgram.mShaderFiles.clear();
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER_ARB));