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authorDave Parks <davep@lindenlab.com>2013-06-27 16:16:56 -0500
committerDave Parks <davep@lindenlab.com>2013-06-27 16:16:56 -0500
commit380785e613b9823cb6160be5678e5f01783fee5f (patch)
treedce0f35d02994c861428683b91f64371e9a64ea0 /indra/newview/llviewershadermgr.h
parent21b78d7368f969fdf0daf7994fb565da633b1e71 (diff)
parent4696eeeb30ce4d01c3bcbe74c9024f05d848968a (diff)
Automated merge with https://bitbucket.org/lindenlab/viewer-development-materials
Diffstat (limited to 'indra/newview/llviewershadermgr.h')
-rwxr-xr-xindra/newview/llviewershadermgr.h68
1 files changed, 1 insertions, 67 deletions
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index ed8167947d..a685ce5914 100755
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -77,56 +77,7 @@ public:
SHADER_COUNT
};
- typedef enum
- {
- SHINY_ORIGIN = END_RESERVED_UNIFORMS
- } eShinyUniforms;
-
- typedef enum
- {
- WATER_SCREENTEX = END_RESERVED_UNIFORMS,
- WATER_SCREENDEPTH,
- WATER_REFTEX,
- WATER_EYEVEC,
- WATER_TIME,
- WATER_WAVE_DIR1,
- WATER_WAVE_DIR2,
- WATER_LIGHT_DIR,
- WATER_SPECULAR,
- WATER_SPECULAR_EXP,
- WATER_FOGCOLOR,
- WATER_FOGDENSITY,
- WATER_REFSCALE,
- WATER_WATERHEIGHT,
- } eWaterUniforms;
-
- typedef enum
- {
- WL_CAMPOSLOCAL = END_RESERVED_UNIFORMS,
- WL_WATERHEIGHT
- } eWLUniforms;
-
- typedef enum
- {
- TERRAIN_DETAIL0 = END_RESERVED_UNIFORMS,
- TERRAIN_DETAIL1,
- TERRAIN_DETAIL2,
- TERRAIN_DETAIL3,
- TERRAIN_ALPHARAMP
- } eTerrainUniforms;
-
- typedef enum
- {
- GLOW_DELTA = END_RESERVED_UNIFORMS
- } eGlowUniforms;
-
- typedef enum
- {
- AVATAR_MATRIX = END_RESERVED_UNIFORMS,
- AVATAR_WIND,
- AVATAR_SINWAVE,
- AVATAR_GRAVITY,
- } eAvatarUniforms;
+
// simple model of forward iterator
// http://www.sgi.com/tech/stl/ForwardIterator.html
@@ -179,23 +130,6 @@ public:
/* virtual */ void updateShaderUniforms(LLGLSLShader * shader);
private:
-
- std::vector<std::string> mShinyUniforms;
-
- //water parameters
- std::vector<std::string> mWaterUniforms;
-
- std::vector<std::string> mWLUniforms;
-
- //terrain parameters
- std::vector<std::string> mTerrainUniforms;
-
- //glow parameters
- std::vector<std::string> mGlowUniforms;
-
- std::vector<std::string> mGlowExtractUniforms;
-
- std::vector<std::string> mAvatarUniforms;
// the list of shaders we need to propagate parameters to.
std::vector<LLGLSLShader *> mShaderList;