diff options
author | Dave Parks <davep@lindenlab.com> | 2010-04-22 00:14:06 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2010-04-22 00:14:06 -0500 |
commit | bf8bcfe4f76f1805a908af0368e334261b764591 (patch) | |
tree | cad84b33549a803f0ccbb053637be368ec95b1b8 /indra/newview/llviewershadermgr.cpp | |
parent | 6e7bd47bea51c54377943314cbc51361399f8176 (diff) |
Deferred shading for rigged attachments.
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 27 |
1 files changed, 27 insertions, 0 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 8a68dd6ea7..d978e856a6 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -110,6 +110,7 @@ LLGLSLShader gDeferredImpostorProgram; LLGLSLShader gDeferredEdgeProgram; LLGLSLShader gDeferredWaterProgram; LLGLSLShader gDeferredDiffuseProgram; +LLGLSLShader gDeferredSkinnedDiffuseProgram; LLGLSLShader gDeferredBumpProgram; LLGLSLShader gDeferredTerrainProgram; LLGLSLShader gDeferredTreeProgram; @@ -124,6 +125,7 @@ LLGLSLShader gDeferredBlurLightProgram; LLGLSLShader gDeferredSoftenProgram; LLGLSLShader gDeferredShadowProgram; LLGLSLShader gDeferredAvatarShadowProgram; +LLGLSLShader gDeferredAttachmentShadowProgram; LLGLSLShader gDeferredAlphaProgram; LLGLSLShader gDeferredFullbrightProgram; LLGLSLShader gDeferredGIProgram; @@ -575,6 +577,7 @@ void LLViewerShaderMgr::unloadShaders() gPostNightVisionProgram.unload(); gDeferredDiffuseProgram.unload(); + gDeferredSkinnedDiffuseProgram.unload(); mVertexShaderLevel[SHADER_LIGHTING] = 0; mVertexShaderLevel[SHADER_OBJECT] = 0; @@ -889,6 +892,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredTreeProgram.unload(); gDeferredDiffuseProgram.unload(); + gDeferredSkinnedDiffuseProgram.unload(); gDeferredBumpProgram.unload(); gDeferredImpostorProgram.unload(); gDeferredTerrainProgram.unload(); @@ -901,6 +905,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSoftenProgram.unload(); gDeferredShadowProgram.unload(); gDeferredAvatarShadowProgram.unload(); + gDeferredAttachmentShadowProgram.unload(); gDeferredAvatarProgram.unload(); gDeferredAvatarAlphaProgram.unload(); gDeferredAlphaProgram.unload(); @@ -931,6 +936,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { + gDeferredSkinnedDiffuseProgram.mName = "Deferred Skinned Diffuse Shader"; + gDeferredSkinnedDiffuseProgram.mFeatures.hasObjectSkinning = true; + gDeferredSkinnedDiffuseProgram.mShaderFiles.clear(); + gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredSkinnedDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredSkinnedDiffuseProgram.createShader(NULL, NULL); + } + + if (success) + { gDeferredBumpProgram.mName = "Deferred Bump Shader"; gDeferredBumpProgram.mShaderFiles.clear(); gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1106,6 +1122,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { + gDeferredAttachmentShadowProgram.mName = "Deferred Attachment Shadow Shader"; + gDeferredAttachmentShadowProgram.mFeatures.hasObjectSkinning = true; + gDeferredAttachmentShadowProgram.mShaderFiles.clear(); + gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAttachmentShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredAttachmentShadowProgram.createShader(NULL, NULL); + } + + if (success) + { gTerrainProgram.mName = "Deferred Terrain Shader"; gDeferredTerrainProgram.mShaderFiles.clear(); gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER_ARB)); |