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path: root/indra/newview/llviewershadermgr.cpp
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Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r--indra/newview/llviewershadermgr.cpp32
1 files changed, 27 insertions, 5 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 820e18290f..ebbf331d30 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -176,7 +176,7 @@ LLGLSLShader gImpostorProgram;
// WindLight shader handles
LLGLSLShader gWLSkyProgram;
LLGLSLShader gWLCloudProgram;
-
+LLGLSLShader gWLMoonProgram;
// Effects Shaders
LLGLSLShader gGlowProgram;
@@ -250,6 +250,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
//ONLY shaders that need WL Param management should be added here
mShaderList.push_back(&gWLSkyProgram);
mShaderList.push_back(&gWLCloudProgram);
+ mShaderList.push_back(&gWLMoonProgram);
mShaderList.push_back(&gAvatarProgram);
mShaderList.push_back(&gObjectShinyProgram);
mShaderList.push_back(&gObjectShinyNonIndexedProgram);
@@ -828,6 +829,7 @@ void LLViewerShaderMgr::unloadShaders()
gWLSkyProgram.unload();
gWLCloudProgram.unload();
+ gWLMoonProgram.unload();
gPostColorFilterProgram.unload();
gPostNightVisionProgram.unload();
@@ -1058,12 +1060,12 @@ BOOL LLViewerShaderMgr::loadShadersWater()
//load under water vertex shader
gUnderWaterProgram.mName = "Underwater Shader";
gUnderWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gUnderWaterProgram.mFeatures.hasWaterFog = true;
gUnderWaterProgram.mShaderFiles.clear();
gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB));
gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/underWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER];
- gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
-
+ gUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER];
+ gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gUnderWaterProgram.createShader(NULL, NULL);
}
@@ -1858,6 +1860,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
// load water shader
gDeferredUnderWaterProgram.mName = "Deferred Under Water Shader";
gDeferredUnderWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredUnderWaterProgram.mFeatures.hasWaterFog = true;
gDeferredUnderWaterProgram.mFeatures.hasGamma = true;
gDeferredUnderWaterProgram.mFeatures.hasTransport = true;
gDeferredUnderWaterProgram.mFeatures.hasSrgb = true;
@@ -3480,6 +3483,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
{
gWLSkyProgram.unload();
gWLCloudProgram.unload();
+ gWLMoonProgram.unload();
gDownsampleMinMaxDepthRectProgram.unload();
gInscatterRectProgram.unload();
return TRUE;
@@ -3503,7 +3507,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
success = gWLSkyProgram.createShader(NULL, NULL);
}
- if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] < 3))
+ if (success)
{
gWLCloudProgram.mName = "Windlight Cloud Program";
//gWLCloudProgram.mFeatures.hasGamma = true;
@@ -3515,6 +3519,24 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
success = gWLCloudProgram.createShader(NULL, NULL);
}
+ if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] < 3))
+ {
+ gWLMoonProgram.mName = "Windlight Moon Program";
+ gWLMoonProgram.mShaderFiles.clear();
+ gWLMoonProgram.mFeatures.calculatesAtmospherics = true;
+ gWLMoonProgram.mFeatures.hasTransport = true;
+ gWLMoonProgram.mFeatures.hasGamma = true;
+ gWLMoonProgram.mFeatures.hasAtmospherics = true;
+ gWLMoonProgram.mFeatures.isFullbright = true;
+ gWLMoonProgram.mFeatures.disableTextureIndex = true;
+ gWLMoonProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ gWLMoonProgram.mShaderFiles.push_back(make_pair("windlight/moonV.glsl", GL_VERTEX_SHADER_ARB));
+ gWLMoonProgram.mShaderFiles.push_back(make_pair("windlight/moonF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gWLMoonProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
+ gWLMoonProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ success = gWLMoonProgram.createShader(NULL, NULL);
+ }
+
return success;
}