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-rw-r--r--indra/newview/llviewershadermgr.cpp245
1 files changed, 216 insertions, 29 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 4c2ea27253..49eeffe228 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -2,25 +2,31 @@
* @file llviewershadermgr.cpp
* @brief Viewer shader manager implementation.
*
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
+ * $LicenseInfo:firstyear=2005&license=viewergpl$
+ *
+ * Copyright (c) 2005-2009, Linden Research, Inc.
*
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
+ * Second Life Viewer Source Code
+ * The source code in this file ("Source Code") is provided by Linden Lab
+ * to you under the terms of the GNU General Public License, version 2.0
+ * ("GPL"), unless you have obtained a separate licensing agreement
+ * ("Other License"), formally executed by you and Linden Lab. Terms of
+ * the GPL can be found in doc/GPL-license.txt in this distribution, or
+ * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
+ * There are special exceptions to the terms and conditions of the GPL as
+ * it is applied to this Source Code. View the full text of the exception
+ * in the file doc/FLOSS-exception.txt in this software distribution, or
+ * online at
+ * http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ * By copying, modifying or distributing this software, you acknowledge
+ * that you have read and understood your obligations described above,
+ * and agree to abide by those obligations.
*
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
+ * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
+ * COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
@@ -71,6 +77,12 @@ LLGLSLShader gObjectFullbrightShinyProgram;
LLGLSLShader gObjectShinyProgram;
LLGLSLShader gObjectShinyWaterProgram;
+//object hardware skinning shaders
+LLGLSLShader gSkinnedObjectSimpleProgram;
+LLGLSLShader gSkinnedObjectFullbrightProgram;
+LLGLSLShader gSkinnedObjectFullbrightShinyProgram;
+LLGLSLShader gSkinnedObjectShinySimpleProgram;
+
//environment shaders
LLGLSLShader gTerrainProgram;
LLGLSLShader gTerrainWaterProgram;
@@ -101,6 +113,9 @@ LLGLSLShader gDeferredImpostorProgram;
LLGLSLShader gDeferredEdgeProgram;
LLGLSLShader gDeferredWaterProgram;
LLGLSLShader gDeferredDiffuseProgram;
+LLGLSLShader gDeferredSkinnedDiffuseProgram;
+LLGLSLShader gDeferredSkinnedBumpProgram;
+LLGLSLShader gDeferredSkinnedAlphaProgram;
LLGLSLShader gDeferredBumpProgram;
LLGLSLShader gDeferredTerrainProgram;
LLGLSLShader gDeferredTreeProgram;
@@ -115,6 +130,7 @@ LLGLSLShader gDeferredBlurLightProgram;
LLGLSLShader gDeferredSoftenProgram;
LLGLSLShader gDeferredShadowProgram;
LLGLSLShader gDeferredAvatarShadowProgram;
+LLGLSLShader gDeferredAttachmentShadowProgram;
LLGLSLShader gDeferredAlphaProgram;
LLGLSLShader gDeferredFullbrightProgram;
LLGLSLShader gDeferredGIProgram;
@@ -142,6 +158,10 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gObjectSimpleProgram);
mShaderList.push_back(&gObjectFullbrightProgram);
mShaderList.push_back(&gObjectFullbrightShinyProgram);
+ mShaderList.push_back(&gSkinnedObjectSimpleProgram);
+ mShaderList.push_back(&gSkinnedObjectFullbrightProgram);
+ mShaderList.push_back(&gSkinnedObjectFullbrightShinyProgram);
+ mShaderList.push_back(&gSkinnedObjectShinySimpleProgram);
mShaderList.push_back(&gTerrainProgram);
mShaderList.push_back(&gTerrainWaterProgram);
mShaderList.push_back(&gObjectSimpleWaterProgram);
@@ -155,6 +175,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gDeferredLightProgram);
mShaderList.push_back(&gDeferredMultiLightProgram);
mShaderList.push_back(&gDeferredAlphaProgram);
+ mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
mShaderList.push_back(&gDeferredFullbrightProgram);
mShaderList.push_back(&gDeferredPostGIProgram);
mShaderList.push_back(&gDeferredEdgeProgram);
@@ -189,6 +210,7 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void)
mReservedAttribs.push_back("materialColor");
mReservedAttribs.push_back("specularColor");
mReservedAttribs.push_back("binormal");
+ mReservedAttribs.push_back("object_weight");
mAvatarAttribs.reserve(5);
mAvatarAttribs.push_back("weight");
@@ -311,10 +333,16 @@ S32 LLViewerShaderMgr::getVertexShaderLevel(S32 type)
void LLViewerShaderMgr::setShaders()
{
- if (!gPipeline.mInitialized || !sInitialized)
+ //setShaders might be called redundantly by gSavedSettings, so return on reentrance
+ static bool reentrance = false;
+
+ if (!gPipeline.mInitialized || !sInitialized || reentrance)
{
return;
}
+
+ reentrance = true;
+
// Make sure the compiled shader map is cleared before we recompile shaders.
mShaderObjects.clear();
@@ -362,17 +390,11 @@ void LLViewerShaderMgr::setShaders()
S32 wl_class = 2;
S32 water_class = 2;
S32 deferred_class = 0;
- if (!(LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders")
- && gSavedSettings.getBOOL("WindLightUseAtmosShaders")))
- {
- // user has disabled WindLight in their settings, downgrade
- // windlight shaders to stub versions.
- wl_class = 1;
- }
-
- if (LLPipeline::sRenderDeferred)
+
+ if (LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
+ gSavedSettings.getBOOL("RenderDeferred"))
{
- if (gSavedSettings.getBOOL("RenderDeferredShadow"))
+ if (gSavedSettings.getS32("RenderShadowDetail") > 0)
{
if (gSavedSettings.getBOOL("RenderDeferredGI"))
{ //shadows + gi
@@ -387,6 +409,24 @@ void LLViewerShaderMgr::setShaders()
{ //no shadows
deferred_class = 1;
}
+
+ //make sure framebuffer objects are enabled
+ gSavedSettings.setBOOL("RenderUseFBO", TRUE);
+
+ //make sure hardware skinning is enabled
+ gSavedSettings.setBOOL("RenderAvatarVP", TRUE);
+
+ //make sure atmospheric shaders are enabled
+ gSavedSettings.setBOOL("WindLightUseAtmosShaders", TRUE);
+ }
+
+
+ if (!(LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders")
+ && gSavedSettings.getBOOL("WindLightUseAtmosShaders")))
+ {
+ // user has disabled WindLight in their settings, downgrade
+ // windlight shaders to stub versions.
+ wl_class = 1;
}
if(!gSavedSettings.getBOOL("EnableRippleWater"))
@@ -475,6 +515,9 @@ void LLViewerShaderMgr::setShaders()
if (!loadShadersDeferred())
{
gSavedSettings.setBOOL("RenderDeferred", FALSE);
+ reentrance = false;
+ setShaders();
+ return;
}
#endif
}
@@ -511,6 +554,8 @@ void LLViewerShaderMgr::setShaders()
gViewerWindow->setCursor(UI_CURSOR_ARROW);
}
gPipeline.createGLBuffers();
+
+ reentrance = false;
}
void LLViewerShaderMgr::unloadShaders()
@@ -523,6 +568,13 @@ void LLViewerShaderMgr::unloadShaders()
gObjectShinyProgram.unload();
gObjectFullbrightShinyProgram.unload();
gObjectShinyWaterProgram.unload();
+
+ gSkinnedObjectSimpleProgram.unload();
+ gSkinnedObjectFullbrightProgram.unload();
+ gSkinnedObjectFullbrightShinyProgram.unload();
+ gSkinnedObjectShinySimpleProgram.unload();
+
+
gWaterProgram.unload();
gUnderWaterProgram.unload();
gTerrainProgram.unload();
@@ -542,6 +594,9 @@ void LLViewerShaderMgr::unloadShaders()
gPostNightVisionProgram.unload();
gDeferredDiffuseProgram.unload();
+ gDeferredSkinnedDiffuseProgram.unload();
+ gDeferredSkinnedBumpProgram.unload();
+ gDeferredSkinnedAlphaProgram.unload();
mVertexShaderLevel[SHADER_LIGHTING] = 0;
mVertexShaderLevel[SHADER_OBJECT] = 0;
@@ -600,6 +655,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
shaders.push_back( make_pair( "lighting/lightSpecularV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) );
+ shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) );
// We no longer have to bind the shaders to global glhandles, they are automatically added to a map now.
for (U32 i = 0; i < shaders.size(); i++)
@@ -855,6 +911,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredTreeProgram.unload();
gDeferredDiffuseProgram.unload();
+ gDeferredSkinnedDiffuseProgram.unload();
+ gDeferredSkinnedBumpProgram.unload();
+ gDeferredSkinnedAlphaProgram.unload();
gDeferredBumpProgram.unload();
gDeferredImpostorProgram.unload();
gDeferredTerrainProgram.unload();
@@ -867,6 +926,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenProgram.unload();
gDeferredShadowProgram.unload();
gDeferredAvatarShadowProgram.unload();
+ gDeferredAttachmentShadowProgram.unload();
gDeferredAvatarProgram.unload();
gDeferredAvatarAlphaProgram.unload();
gDeferredAlphaProgram.unload();
@@ -878,7 +938,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredGIProgram.unload();
gDeferredGIFinalProgram.unload();
gDeferredWaterProgram.unload();
- return FALSE;
+ return TRUE;
}
mVertexShaderLevel[SHADER_AVATAR] = 1;
@@ -897,6 +957,44 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ gDeferredSkinnedDiffuseProgram.mName = "Deferred Skinned Diffuse Shader";
+ gDeferredSkinnedDiffuseProgram.mFeatures.hasObjectSkinning = true;
+ gDeferredSkinnedDiffuseProgram.mShaderFiles.clear();
+ gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredSkinnedDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredSkinnedDiffuseProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gDeferredSkinnedBumpProgram.mName = "Deferred Skinned Bump Shader";
+ gDeferredSkinnedBumpProgram.mFeatures.hasObjectSkinning = true;
+ gDeferredSkinnedBumpProgram.mShaderFiles.clear();
+ gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredSkinnedBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredSkinnedBumpProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gDeferredSkinnedAlphaProgram.mName = "Deferred Skinned Alpha Shader";
+ gDeferredSkinnedAlphaProgram.mFeatures.hasObjectSkinning = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true;
+ gDeferredSkinnedAlphaProgram.mShaderFiles.clear();
+ gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gDeferredBumpProgram.mName = "Deferred Bump Shader";
gDeferredBumpProgram.mShaderFiles.clear();
gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpV.glsl", GL_VERTEX_SHADER_ARB));
@@ -967,10 +1065,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ std::string fragment;
+
+ if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
+ {
+ fragment = "deferred/sunLightSSAOF.glsl";
+ }
+ else
+ {
+ fragment = "deferred/sunLightF.glsl";
+ }
+
gDeferredSunProgram.mName = "Deferred Sun Shader";
gDeferredSunProgram.mShaderFiles.clear();
gDeferredSunProgram.mShaderFiles.push_back(make_pair("deferred/sunLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredSunProgram.mShaderFiles.push_back(make_pair("deferred/sunLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gDeferredSunProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredSunProgram.createShader(NULL, NULL);
}
@@ -1061,6 +1170,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ gDeferredAttachmentShadowProgram.mName = "Deferred Attachment Shadow Shader";
+ gDeferredAttachmentShadowProgram.mFeatures.hasObjectSkinning = true;
+ gDeferredAttachmentShadowProgram.mShaderFiles.clear();
+ gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredAttachmentShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredAttachmentShadowProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gTerrainProgram.mName = "Deferred Terrain Shader";
gDeferredTerrainProgram.mShaderFiles.clear();
gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1091,7 +1211,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true;
gDeferredAvatarAlphaProgram.mShaderFiles.clear();
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarAlphaProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
}
@@ -1178,6 +1298,11 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleWaterProgram.unload();
gObjectFullbrightProgram.unload();
gObjectFullbrightWaterProgram.unload();
+ gSkinnedObjectSimpleProgram.unload();
+ gSkinnedObjectFullbrightProgram.unload();
+ gSkinnedObjectFullbrightShinyProgram.unload();
+ gSkinnedObjectShinySimpleProgram.unload();
+
return FALSE;
}
@@ -1287,6 +1412,68 @@ BOOL LLViewerShaderMgr::loadShadersObject()
success = gObjectFullbrightShinyProgram.createShader(NULL, &mShinyUniforms);
}
+ if (success)
+ {
+ gSkinnedObjectSimpleProgram.mName = "Skinned Simple Shader";
+ gSkinnedObjectSimpleProgram.mFeatures.calculatesLighting = true;
+ gSkinnedObjectSimpleProgram.mFeatures.calculatesAtmospherics = true;
+ gSkinnedObjectSimpleProgram.mFeatures.hasGamma = true;
+ gSkinnedObjectSimpleProgram.mFeatures.hasAtmospherics = true;
+ gSkinnedObjectSimpleProgram.mFeatures.hasLighting = true;
+ gSkinnedObjectSimpleProgram.mFeatures.hasObjectSkinning = true;
+ gSkinnedObjectSimpleProgram.mShaderFiles.clear();
+ gSkinnedObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
+ gSkinnedObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gSkinnedObjectSimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gSkinnedObjectSimpleProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gSkinnedObjectFullbrightProgram.mName = "Skinned Fullbright Shader";
+ gSkinnedObjectFullbrightProgram.mFeatures.calculatesAtmospherics = true;
+ gSkinnedObjectFullbrightProgram.mFeatures.hasGamma = true;
+ gSkinnedObjectFullbrightProgram.mFeatures.hasTransport = true;
+ gSkinnedObjectFullbrightProgram.mFeatures.isFullbright = true;
+ gSkinnedObjectFullbrightProgram.mFeatures.hasObjectSkinning = true;
+ gSkinnedObjectFullbrightProgram.mShaderFiles.clear();
+ gSkinnedObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
+ gSkinnedObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gSkinnedObjectFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gSkinnedObjectFullbrightProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gSkinnedObjectFullbrightShinyProgram.mName = "Skinned Fullbright Shiny Shader";
+ gSkinnedObjectFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
+ gSkinnedObjectFullbrightShinyProgram.mFeatures.hasGamma = true;
+ gSkinnedObjectFullbrightShinyProgram.mFeatures.hasTransport = true;
+ gSkinnedObjectFullbrightShinyProgram.mFeatures.isShiny = true;
+ gSkinnedObjectFullbrightShinyProgram.mFeatures.isFullbright = true;
+ gSkinnedObjectFullbrightShinyProgram.mFeatures.hasObjectSkinning = true;
+ gSkinnedObjectFullbrightShinyProgram.mShaderFiles.clear();
+ gSkinnedObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));
+ gSkinnedObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gSkinnedObjectFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gSkinnedObjectFullbrightShinyProgram.createShader(NULL, &mShinyUniforms);
+ }
+
+ if (success)
+ {
+ gSkinnedObjectShinySimpleProgram.mName = "Skinned Shiny Simple Shader";
+ gSkinnedObjectShinySimpleProgram.mFeatures.calculatesLighting = true;
+ gSkinnedObjectShinySimpleProgram.mFeatures.calculatesAtmospherics = true;
+ gSkinnedObjectShinySimpleProgram.mFeatures.hasGamma = true;
+ gSkinnedObjectShinySimpleProgram.mFeatures.hasAtmospherics = true;
+ gSkinnedObjectShinySimpleProgram.mFeatures.hasObjectSkinning = true;
+ gSkinnedObjectShinySimpleProgram.mFeatures.isShiny = true;
+ gSkinnedObjectShinySimpleProgram.mShaderFiles.clear();
+ gSkinnedObjectShinySimpleProgram.mShaderFiles.push_back(make_pair("objects/shinySimpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
+ gSkinnedObjectShinySimpleProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gSkinnedObjectShinySimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gSkinnedObjectShinySimpleProgram.createShader(NULL, &mShinyUniforms);
+ }
if( !success )
{