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Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r--indra/newview/llviewershadermgr.cpp21
1 files changed, 11 insertions, 10 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 6d174442fb..c4fa4e86b4 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -3288,8 +3288,10 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
return TRUE;
}
+#pragma optimize("", off)
+
BOOL LLViewerShaderMgr::loadShadersWindLight()
-{
+{
BOOL success = TRUE;
if (mVertexShaderLevel[SHADER_WINDLIGHT] < 2)
@@ -3308,7 +3310,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
}
// this shader uses gather so it can't live with the other basic shaders safely
- if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3))
+ /*if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3))
{
gDownsampleMinMaxDepthRectProgram.mName = "DownsampleMinMaxDepthRect Shader";
gDownsampleMinMaxDepthRectProgram.mShaderFiles.clear();
@@ -3316,22 +3318,22 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
gDownsampleMinMaxDepthRectProgram.mShaderFiles.push_back(make_pair("windlight/downsampleMinMaxDepthRectF.glsl", GL_FRAGMENT_SHADER_ARB));
gDownsampleMinMaxDepthRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
success = gDownsampleMinMaxDepthRectProgram.createShader(NULL, NULL);
- }
+ }*/
// this shader uses gather so it can't live with the other basic shaders safely
if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3))
{
gInscatterRectProgram.mName = "Inscatter Shader";
gInscatterRectProgram.mShaderFiles.clear();
- gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/atmoV.glsl", GL_VERTEX_SHADER_ARB));
- gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/atmoF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/advancedAtmoV.glsl", GL_VERTEX_SHADER_ARB));
+ gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/advancedAtmoF.glsl", GL_FRAGMENT_SHADER_ARB));
gInscatterRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
llassert(gAtmosphere != nullptr);
gInscatterRectProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
success = gInscatterRectProgram.createShader(NULL, NULL);
}
- if (success)
+ if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] < 3))
{
gWLSkyProgram.mName = "Windlight Sky Shader";
//gWLSkyProgram.mFeatures.hasGamma = true;
@@ -3340,10 +3342,6 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
gWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
gWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
- if (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)
- {
- gWLSkyProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
- }
success = gWLSkyProgram.createShader(NULL, NULL);
}
@@ -3362,6 +3360,9 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
return success;
}
+#pragma optimize("", on)
+
+
BOOL LLViewerShaderMgr::loadTransformShaders()
{
BOOL success = TRUE;