diff options
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 6 |
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)); |