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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.cpp8
1 files changed, 5 insertions, 3 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index ea43203f1c..21de974ad5 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1744,6 +1744,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredLightProgram.mName = "Deferred Light Shader";
gDeferredLightProgram.mFeatures.isDeferred = true;
gDeferredLightProgram.mFeatures.hasShadows = true;
+ gDeferredLightProgram.mFeatures.hasSrgb = true;
gDeferredLightProgram.mShaderFiles.clear();
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1778,6 +1779,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i);
gDeferredMultiLightProgram[i].mFeatures.isDeferred = true;
gDeferredMultiLightProgram[i].mFeatures.hasShadows = true;
+ gDeferredMultiLightProgram[i].mFeatures.hasSrgb = true;
gDeferredMultiLightProgram[i].clearPermutations();
gDeferredMultiLightProgram[i].mShaderFiles.clear();
@@ -2693,7 +2695,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
+ gDeferredWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gDeferredWLSkyProgram.createShader(NULL, NULL);
@@ -2711,7 +2713,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
+ gDeferredWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gDeferredWLCloudProgram.createShader(NULL, NULL);
llassert(success);
@@ -4096,11 +4098,11 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
if (success)
{
gWLSkyProgram.mName = "Windlight Sky Shader";
- //gWLSkyProgram.mFeatures.hasGamma = true;
gWLSkyProgram.mShaderFiles.clear();
gWLSkyProgram.mFeatures.calculatesAtmospherics = true;
gWLSkyProgram.mFeatures.hasTransport = true;
gWLSkyProgram.mFeatures.hasGamma = true;
+ gWLSkyProgram.mFeatures.hasSrgb = true;
gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyV.glsl", GL_VERTEX_SHADER_ARB));
gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
gWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];