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authorGeenz <geenz@geenzo.com>2019-04-09 22:35:40 -0700
committerGeenz <geenz@geenzo.com>2019-04-09 22:35:40 -0700
commitdcd8117b85f45886f78a1a2e9756cb1709d6572a (patch)
tree65d1b49cb3c3fbd1e0d4efad7c457a7598d25533 /indra/newview/llviewershadermgr.cpp
parentf9c0b021ea1a695c0d5d4042981045fe265e7918 (diff)
First stab at moving atmospheric var calcs to its own utility shader.
Still some work to go here. Largely related to how certain values (i.e., SSAO mix values) are supplied. But so far, so good. --HG-- branch : OPEN-340
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r--indra/newview/llviewershadermgr.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index c6d727430c..cc5b0a090c 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -932,6 +932,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
+ shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) );
shaders.push_back( make_pair( "lighting/lightV.glsl", mShaderLevel[SHADER_LIGHTING] ) );
@@ -977,6 +978,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsHelpersF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mShaderLevel[SHADER_WINDLIGHT]) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
@@ -1006,7 +1008,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );