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authorGraham Madarasz <graham@lindenlab.com>2013-05-07 12:42:32 -0700
committerGraham Madarasz <graham@lindenlab.com>2013-05-07 12:42:32 -0700
commit1f5f0a4b060ca22ccc6b5764cb8f947d68ec87e2 (patch)
tree240f028339bc20371e73bda0161c5e5b44a6f6e8 /indra/newview/llviewershadermgr.cpp
parent792f606093daf89873342d3465eda296e329d407 (diff)
parent29246e8a1fa1f8ebec307cc32017910d1e4ab5f4 (diff)
Merge vwr-dev-mat
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rwxr-xr-xindra/newview/llviewershadermgr.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 8c21145860..fce06b9e13 100755
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1225,6 +1225,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
+ gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
// Hack to include uniforms for lighting without linking in lighting file
@@ -1430,6 +1431,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAlphaProgram.addPermutation("USE_INDEXED_TEX", "1");
gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
+ gDeferredAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaProgram.createShader(NULL, NULL);
@@ -1607,6 +1609,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");
+ gDeferredAvatarAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms);