diff options
Diffstat (limited to 'indra/llrender')
-rw-r--r-- | indra/llrender/llglslshader.cpp | 3 | ||||
-rw-r--r-- | indra/llrender/llglslshader.h | 4 | ||||
-rw-r--r-- | indra/llrender/llshadermgr.cpp | 14 |
3 files changed, 17 insertions, 4 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index de15d1d75b..585f8f6504 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -81,6 +81,9 @@ LLShaderFeatures::LLShaderFeatures() , hasSrgb(false) , encodesNormal(false) , decodesNormal(false) + , isDeferred(false) + , hasIndirect(false) + , hasShadows(false) , mIndexedTextureChannels(0) , disableTextureIndex(false) , hasAlphaMask(false) diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 0934ceba30..ed13106bfd 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -48,9 +48,12 @@ public: bool hasObjectSkinning; bool hasAtmospherics; bool hasGamma; + bool hasShadows; bool hasSrgb; bool encodesNormal; bool decodesNormal; + bool isDeferred; + bool hasIndirect; S32 mIndexedTextureChannels; bool disableTextureIndex; bool hasAlphaMask; @@ -227,5 +230,4 @@ extern LLGLSLShader gSolidColorProgram; //Alpha mask shader (declared here so llappearance can access properly) extern LLGLSLShader gAlphaMaskProgram; - #endif diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index d6fe35e2ca..55e4ecda2a 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -186,15 +186,23 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) } } - if (features->calculatesLighting || features->calculatesAtmospherics) + // NOTE order of shader object attaching is VERY IMPORTANT!!! + if (features->isDeferred || features->hasShadows) { - if (!shader->attachObject("windlight/atmosphericsHelpersF.glsl")) + if (!shader->attachObject("deferred/deferredUtil.glsl")) + { + return FALSE; + } + } + + if (features->hasIndirect) + { + if (!shader->attachObject("deferred/indirect.glsl")) { return FALSE; } } - // NOTE order of shader object attaching is VERY IMPORTANT!!! if (features->hasGamma) { if (!shader->attachObject("windlight/gammaF.glsl")) |