diff options
author | Rider Linden <rider@lindenlab.com> | 2019-04-10 17:48:06 +0000 |
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committer | Rider Linden <rider@lindenlab.com> | 2019-04-10 17:48:06 +0000 |
commit | 37bd0b809f8d5db5b2fbee5b7c63631e4ffc2a6f (patch) | |
tree | 7d92ac04a99115a1cda0d268018c8d8589655df0 /indra/newview/llviewershadermgr.cpp | |
parent | 4e1874184e5eb2fc69702f0934f245e8b9dd0350 (diff) | |
parent | de1a88d6bb17e767a9db8979ea2f7c0b3ba4cb41 (diff) |
Merged in Geenz/viewer-eep/OPEN-340 (pull request #345)
OPEN-340 & OPEN-343 - Consolidate shader atmospheric calcs into a singular utility shader + fix fog on fullbright in deferred
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index cf0cd693ae..1b1759aeaf 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -424,7 +424,8 @@ void LLViewerShaderMgr::setShaders() LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits); // Make sure the compiled shader map is cleared before we recompile shaders. - mShaderObjects.clear(); + mVertexShaderObjects.clear(); + mFragmentShaderObjects.clear(); initAttribsAndUniforms(); gPipeline.releaseGLBuffers(); @@ -938,6 +939,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders() shaders.push_back( make_pair( "lighting/lightFuncSpecularV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/sumLightsSpecularV.glsl", sum_lights_class ) ); shaders.push_back( make_pair( "lighting/lightSpecularV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) ); shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) ); @@ -978,6 +980,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders() 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/gammaF.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/atmosphericsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mShaderLevel[SHADER_WATER] ) ); @@ -1006,7 +1009,7 @@ 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] ) ); |