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authorGraham Linden <graham@lindenlab.com>2019-01-30 14:08:58 -0800
committerGraham Linden <graham@lindenlab.com>2019-01-30 14:08:58 -0800
commit695490d41b5be60570806ec0179b0334d032a531 (patch)
tree150203bb5503751e707977ec90dacb44980acd0c /indra/newview
parentdddbc96f986aa6d2b90cbe551e263e32bc32eb71 (diff)
Make shadow map gen shaders not link against shadowUtil module so Intel HD x000 compiler can get under it's Yugo-like allotment of texture units.
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/llviewershadermgr.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 020862408d..5bc4c1a6aa 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -2165,7 +2165,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader";
gDeferredShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- gDeferredShadowAlphaMaskProgram.mFeatures.hasShadows = true;
+
gDeferredShadowAlphaMaskProgram.mShaderFiles.clear();
gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2182,7 +2182,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredAvatarShadowProgram.mName = "Deferred Avatar Shadow Shader";
gDeferredAvatarShadowProgram.mFeatures.hasSkinning = true;
- gDeferredAvatarShadowProgram.mFeatures.hasShadows = true;
+
gDeferredAvatarShadowProgram.mShaderFiles.clear();
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2199,7 +2199,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredAttachmentShadowProgram.mName = "Deferred Attachment Shadow Shader";
gDeferredAttachmentShadowProgram.mFeatures.hasObjectSkinning = true;
- gDeferredAttachmentShadowProgram.mFeatures.hasShadows = 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));