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authorDave Parks <davep@lindenlab.com>2022-10-04 12:20:19 -0500
committerDave Parks <davep@lindenlab.com>2022-10-04 12:20:19 -0500
commit1900df361558313f10e8b27ada03bcefd41241d9 (patch)
tree0ec5b6a71723f5f2dd8244ca9a4a74408e2e5b0c /indra/newview/llviewershadermgr.cpp
parent7d426815019ac5394e5821f1c6ba374e12606aaa (diff)
SL-18293, SL-18190 -- Fix for debug displays not showing up (wireframe still busted). WIP on reflection probe/PBR driven water shader.
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r--indra/newview/llviewershadermgr.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 6783875161..f2b01808a5 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1020,9 +1020,11 @@ BOOL LLViewerShaderMgr::loadShadersWater()
// load water shader
gWaterProgram.mName = "Water Shader";
gWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gWaterProgram.mFeatures.hasAtmospherics = true;
gWaterProgram.mFeatures.hasGamma = true;
gWaterProgram.mFeatures.hasTransport = true;
gWaterProgram.mFeatures.hasSrgb = true;
+ gWaterProgram.mFeatures.hasReflectionProbes = true;
gWaterProgram.mShaderFiles.clear();
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER));
@@ -1037,9 +1039,11 @@ BOOL LLViewerShaderMgr::loadShadersWater()
// load water shader
gWaterEdgeProgram.mName = "Water Edge Shader";
gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true;
+ gWaterEdgeProgram.mFeatures.hasAtmospherics = true;
gWaterEdgeProgram.mFeatures.hasGamma = true;
gWaterEdgeProgram.mFeatures.hasTransport = true;
gWaterEdgeProgram.mFeatures.hasSrgb = true;
+ gWaterEdgeProgram.mFeatures.hasReflectionProbes = true;
gWaterEdgeProgram.mShaderFiles.clear();
gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));
gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER));