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-rw-r--r--indra/llrender/llshadermgr.cpp32
1 files changed, 21 insertions, 11 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index e721ad93fa..287f22783f 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -512,16 +512,16 @@ 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_INFOS() << "Shader loading from " << fname << ":\n" << LL_ENDL;
+ LL_INFOS() << log << LL_ENDL;
}
}
@@ -953,7 +953,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
// Add shader file to map
mShaderObjects[filename] = ret;
shader_level = try_gpu_class;
- }
+ }
else
{
if (shader_level > 1)
@@ -1114,10 +1114,10 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("specularMap");
mReservedUniforms.push_back("bumpMap");
mReservedUniforms.push_back("environmentMap");
- mReservedUniforms.push_back("cloude_noise_texture");
+ mReservedUniforms.push_back("cloud_noise_texture");
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");
@@ -1267,6 +1267,16 @@ 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("irradiance_texture");
+ mReservedUniforms.push_back("single_mie_scattering_texture");
+
llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);
std::set<std::string> dupe_check;