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authorsimon <none@none>2013-05-22 16:51:42 -0700
committersimon <none@none>2013-05-22 16:51:42 -0700
commit473474b94969799d2835191072c5bca1b7d431d8 (patch)
treea30e59d28262c0b122027bead5636e032287ccda /indra/newview/llviewershadermgr.cpp
parente5bdb0f0e1b3c48173e36b54da0f25c7d535df49 (diff)
Revert changes for MAINT-2616 due to licensing issues, need a full patch
submitted to be acceptable
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rwxr-xr-xindra/newview/llviewershadermgr.cpp19
1 files changed, 0 insertions, 19 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index ef5ccb5120..7d7889845d 100755
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -640,7 +640,6 @@ void LLViewerShaderMgr::unloadShaders()
gTwoTextureAddProgram.unload();
gOneTextureNoColorProgram.unload();
gSolidColorProgram.unload();
- gSolidColorProgramIntel.unload();
gObjectFullbrightNoColorProgram.unload();
gObjectFullbrightNoColorWaterProgram.unload();
@@ -2704,24 +2703,6 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
}
}
- // When running with a intel gfx card, do not use the solidcolor?.glsl files. Instead use a custom one
- // for those cards. Passing color as a uniform and not a shader attribute
- if (success)
- {
- gSolidColorProgramIntel.mName = "Solid Color Shader for Intel";
- gSolidColorProgramIntel.mShaderFiles.clear();
- gSolidColorProgramIntel.mShaderFiles.push_back(make_pair("interface/solidcolorIntelV.glsl", GL_VERTEX_SHADER_ARB));
- gSolidColorProgramIntel.mShaderFiles.push_back(make_pair("interface/solidcolorF.glsl", GL_FRAGMENT_SHADER_ARB)); // The standard fragment shader is just fine. So keep it.
- gSolidColorProgramIntel.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
- success = gSolidColorProgramIntel.createShader(NULL, NULL);
- if (success)
- {
- gSolidColorProgramIntel.bind();
- gSolidColorProgramIntel.uniform1i(sTex0, 0);
- gSolidColorProgramIntel.unbind();
- }
- }
-
if (success)
{
gOcclusionProgram.mName = "Occlusion Shader";