diff options
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 7 |
1 files changed, 0 insertions, 7 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 3743d8fe2e..bdef74fcb8 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1214,10 +1214,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1"); - gDeferredSkinnedAlphaProgram.addPermutation("USE_INDEXED_TEX", "0"); gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1"); - gDeferredSkinnedAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0"); success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL); // Hack to include uniforms for lighting without linking in lighting file @@ -1411,14 +1409,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.mShaderFiles.clear(); gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); - - gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "0"); gDeferredSkinnedAlphaProgram.addPermutation("USE_INDEXED_TEX", "1"); gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); - gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN","1"); - gDeferredSkinnedAlphaProgram.addPermutation("IS_AVATAR_SKIN","0"); - gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAlphaProgram.createShader(NULL, NULL); |