summaryrefslogtreecommitdiff
path: root/indra/newview/llviewershadermgr.cpp
diff options
context:
space:
mode:
authorGraham Linden <graham@lindenlab.com>2013-07-26 12:44:05 -0700
committerGraham Linden <graham@lindenlab.com>2013-07-26 12:44:05 -0700
commit73703191e0fc91e022d01c91740c1deade8cbaf5 (patch)
treeb46c2fbda922eed76077e6435c0127dc9c3b8b86 /indra/newview/llviewershadermgr.cpp
parent3045dd6c5113d03fd0b0453ce916fc2a1c27c4e0 (diff)
NORSPEC-327 modify 'select' ops in srgb shader code to mollify the doddering mac GLSL compiler
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rwxr-xr-xindra/newview/llviewershadermgr.cpp9
1 files changed, 8 insertions, 1 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index f17e88f312..6e2139ea9e 100755
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -911,7 +911,6 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mVertexShaderLevel[SHADER_WATER] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/srgb.glsl", mVertexShaderLevel[SHADER_DEFERRED] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
@@ -937,6 +936,14 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/srgb.glsl", mVertexShaderLevel[SHADER_DEFERRED] ) );
+
+// work-around for missing mix(vec3,vec3,bvec3) on decrepit GLSLs
+//
+#if LL_DARWIN
+ attribs["OLD_SELECT"] = "1";
+#endif
+
for (U32 i = 0; i < shaders.size(); i++)
{
// Note usage of GL_FRAGMENT_SHADER_ARB