diff options
author | simon <none@none> | 2013-05-22 16:51:42 -0700 |
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committer | simon <none@none> | 2013-05-22 16:51:42 -0700 |
commit | 473474b94969799d2835191072c5bca1b7d431d8 (patch) | |
tree | a30e59d28262c0b122027bead5636e032287ccda /indra/newview/llviewershadermgr.cpp | |
parent | e5bdb0f0e1b3c48173e36b54da0f25c7d535df49 (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-x | indra/newview/llviewershadermgr.cpp | 19 |
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"; |