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authorsimon <none@none>2013-05-22 16:51:42 -0700
committersimon <none@none>2013-05-22 16:51:42 -0700
commit473474b94969799d2835191072c5bca1b7d431d8 (patch)
treea30e59d28262c0b122027bead5636e032287ccda /indra/newview
parente5bdb0f0e1b3c48173e36b54da0f25c7d535df49 (diff)
Revert changes for MAINT-2616 due to licensing issues, need a full patch
submitted to be acceptable
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/solidcolorIntelV.glsl44
-rwxr-xr-xindra/newview/llselectmgr.cpp10
-rwxr-xr-xindra/newview/llviewershadermgr.cpp19
3 files changed, 1 insertions, 72 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorIntelV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorIntelV.glsl
deleted file mode 100644
index dcf38c27ce..0000000000
--- a/indra/newview/app_settings/shaders/class1/interface/solidcolorIntelV.glsl
+++ /dev/null
@@ -1,44 +0,0 @@
-/**
- * @file solidcolorV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-uniform mat4 modelview_projection_matrix;
-
-uniform vec4 color;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-void main()
-{
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
-// vertex_color = diffuse_color;
- vertex_color = color;
- vary_texcoord0 = texcoord0;
-}
-
diff --git a/indra/newview/llselectmgr.cpp b/indra/newview/llselectmgr.cpp
index 02ace86b95..4681efd3e5 100755
--- a/indra/newview/llselectmgr.cpp
+++ b/indra/newview/llselectmgr.cpp
@@ -6051,15 +6051,7 @@ void LLSelectNode::renderOneSilhouette(const LLColor4 &color)
if (shader)
{ //switch to "solid color" program for SH-2690 -- works around driver bug causing bad triangles when rendering silhouettes
- if(gGLManager.mIsIntel)
- {
- gSolidColorProgramIntel.bind();
- gGL.diffuseColor4fv(color.mV);
- }
- else
- {
- gSolidColorProgram.bind();
- }
+ gSolidColorProgram.bind();
}
gGL.matrixMode(LLRender::MM_MODELVIEW);
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index ef5ccb5120..7d7889845d 100755
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -640,7 +640,6 @@ void LLViewerShaderMgr::unloadShaders()
gTwoTextureAddProgram.unload();
gOneTextureNoColorProgram.unload();
gSolidColorProgram.unload();
- gSolidColorProgramIntel.unload();
gObjectFullbrightNoColorProgram.unload();
gObjectFullbrightNoColorWaterProgram.unload();
@@ -2704,24 +2703,6 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
}
}
- // When running with a intel gfx card, do not use the solidcolor?.glsl files. Instead use a custom one
- // for those cards. Passing color as a uniform and not a shader attribute
- if (success)
- {
- gSolidColorProgramIntel.mName = "Solid Color Shader for Intel";
- gSolidColorProgramIntel.mShaderFiles.clear();
- gSolidColorProgramIntel.mShaderFiles.push_back(make_pair("interface/solidcolorIntelV.glsl", GL_VERTEX_SHADER_ARB));
- gSolidColorProgramIntel.mShaderFiles.push_back(make_pair("interface/solidcolorF.glsl", GL_FRAGMENT_SHADER_ARB)); // The standard fragment shader is just fine. So keep it.
- gSolidColorProgramIntel.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
- success = gSolidColorProgramIntel.createShader(NULL, NULL);
- if (success)
- {
- gSolidColorProgramIntel.bind();
- gSolidColorProgramIntel.uniform1i(sTex0, 0);
- gSolidColorProgramIntel.unbind();
- }
- }
-
if (success)
{
gOcclusionProgram.mName = "Occlusion Shader";