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-rw-r--r--indra/llrender/llshadermgr.cpp39
1 files changed, 36 insertions, 3 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 287f22783f..4d0e0f2249 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -98,7 +98,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
- if (features->calculatesLighting || features->atmosphericHelpers)
+ if (features->calculatesLighting || features->calculatesAtmospherics)
{
if (!shader->attachObject("windlight/atmosphericsHelpersV.glsl"))
{
@@ -194,6 +194,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
+ if (features->calculatesLighting || features->calculatesAtmospherics)
+ {
+ if (!shader->attachObject("windlight/atmosphericsHelpersF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
// NOTE order of shader object attaching is VERY IMPORTANT!!!
if (features->hasGamma)
{
@@ -202,7 +210,31 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
return FALSE;
}
}
-
+
+ if (features->hasSrgb)
+ {
+ if (!shader->attachObject("environment/srgbF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
+ if (features->encodesNormal)
+ {
+ if (!shader->attachObject("environment/encodeNormF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
+ if (features->decodesNormal)
+ {
+ if (!shader->attachObject("environment/decodeNormF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
if (features->hasAtmospherics)
{
if (!shader->attachObject("windlight/atmosphericsF.glsl"))
@@ -1069,6 +1101,7 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("projection_matrix");
mReservedUniforms.push_back("inv_proj");
mReservedUniforms.push_back("modelview_projection_matrix");
+ mReservedUniforms.push_back("inv_modelview");
mReservedUniforms.push_back("normal_matrix");
mReservedUniforms.push_back("texture_matrix0");
mReservedUniforms.push_back("texture_matrix1");
@@ -1274,8 +1307,8 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("transmittance_texture");
mReservedUniforms.push_back("scattering_texture");
- mReservedUniforms.push_back("irradiance_texture");
mReservedUniforms.push_back("single_mie_scattering_texture");
+ mReservedUniforms.push_back("irradiance_texture");
llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);