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authorJonathan Goodman <geenz@geenzo.com>2012-08-29 03:41:26 -0400
committerJonathan Goodman <geenz@geenzo.com>2012-08-29 03:41:26 -0400
commitc911efb953a600092a6213c088d5b94fcf7779d3 (patch)
tree6f8ab49cfedcd93299a322fca598482b9d0892d3 /indra/newview
parent99371f892e7b35739be01e63036b4355e0e4dfe7 (diff)
Just pass in an empty preprocessor definition map from now on. The shader compiler won't add new #defines if it's empty.
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/llviewershadermgr.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 8c0ec4e275..e70bf013e7 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -828,7 +828,6 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) );
std::map<std::string, std::string> attribs;
- attribs["NULL"] = "0";
// We no longer have to bind the shaders to global glhandles, they are automatically added to a map now.
for (U32 i = 0; i < shaders.size(); i++)