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-rw-r--r--indra/llrender/llshadermgr.cpp85
1 files changed, 69 insertions, 16 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index e721ad93fa..78aed5eef6 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -35,11 +35,7 @@
#include "OpenGL/OpenGL.h"
#endif
-#ifdef LL_RELEASE_FOR_DOWNLOAD
#define UNIFORM_ERRS LL_WARNS_ONCE("Shader")
-#else
-#define UNIFORM_ERRS LL_ERRS("Shader")
-#endif
// Lots of STL stuff in here, using namespace std to keep things more readable
using std::vector;
@@ -98,7 +94,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
- if (features->calculatesLighting || features->atmosphericHelpers)
+ if (features->calculatesLighting || features->calculatesAtmospherics)
{
if (!shader->attachObject("windlight/atmosphericsHelpersV.glsl"))
{
@@ -194,6 +190,14 @@ 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 +206,31 @@ 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"))
@@ -512,21 +540,30 @@ static std::string get_object_log(GLhandleARB ret)
void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns, const std::string& filename)
{
std::string log = get_object_log(ret);
+ std::string fname = filename;
+ if (filename.empty())
+ {
+ fname = "unknown shader file";
+ }
- if (log.length() > 0 || warns)
+ if (log.length() > 0)
{
- LL_DEBUGS("ShaderLoading") << "Shader loading ";
-
- if (!filename.empty())
- {
- LL_CONT << "From " << filename << ":\n";
- }
- LL_CONT << log << LL_ENDL;
+ LL_WARNS("ShaderLoading") << "Shader loading from " << fname << ":\n" << LL_ENDL;
+ LL_WARNS("ShaderLoading") << log << LL_ENDL;
}
}
GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, boost::unordered_map<std::string, std::string>* defines, S32 texture_index_channels)
{
+
+// endsure work-around for missing GLSL funcs gets propogated to feature shader files (e.g. srgbF.glsl)
+#if LL_DARWIN
+ if (defines)
+ {
+ (*defines)["OLD_SELECT"] = "1";
+ }
+#endif
+
GLenum error = GL_NO_ERROR;
if (gDebugGL)
{
@@ -1069,6 +1106,7 @@ 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");
@@ -1111,13 +1149,16 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("color");
mReservedUniforms.push_back("diffuseMap");
+ mReservedUniforms.push_back("altDiffuseMap");
mReservedUniforms.push_back("specularMap");
mReservedUniforms.push_back("bumpMap");
+ mReservedUniforms.push_back("bumpMap2");
mReservedUniforms.push_back("environmentMap");
- mReservedUniforms.push_back("cloude_noise_texture");
+ mReservedUniforms.push_back("cloud_noise_texture");
+ mReservedUniforms.push_back("cloud_noise_texture_next");
mReservedUniforms.push_back("fullbright");
mReservedUniforms.push_back("lightnorm");
- mReservedUniforms.push_back("sunlight_color_copy");
+ mReservedUniforms.push_back("sunlight_color");
mReservedUniforms.push_back("ambient");
mReservedUniforms.push_back("blue_horizon");
mReservedUniforms.push_back("blue_density");
@@ -1177,6 +1218,7 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("spot_shadow_bias");
mReservedUniforms.push_back("spot_shadow_offset");
mReservedUniforms.push_back("sun_dir");
+ mReservedUniforms.push_back("moon_dir");
mReservedUniforms.push_back("shadow_res");
mReservedUniforms.push_back("proj_shadow_res");
mReservedUniforms.push_back("depth_cutoff");
@@ -1267,6 +1309,17 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("origin");
mReservedUniforms.push_back("display_gamma");
+
+ mReservedUniforms.push_back("inscatter");
+ mReservedUniforms.push_back("sun_size");
+ mReservedUniforms.push_back("fog_color");
+
+ mReservedUniforms.push_back("transmittance_texture");
+ mReservedUniforms.push_back("scattering_texture");
+ mReservedUniforms.push_back("single_mie_scattering_texture");
+ mReservedUniforms.push_back("irradiance_texture");
+ mReservedUniforms.push_back("blend_factor");
+
llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);
std::set<std::string> dupe_check;