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Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r--indra/newview/llviewershadermgr.cpp51
1 files changed, 1 insertions, 50 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 6af9e464df..8e59a7c32d 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -561,11 +561,7 @@ void LLViewerShaderMgr::setShaders()
wl_class = 1;
}
- if(!gSavedSettings.getBOOL("EnableRippleWater"))
- {
- water_class = 0;
- }
-
+
// Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders
if (mVertexShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull())
{
@@ -1087,51 +1083,6 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
}
}
-#if 0
- // disabling loading of postprocess shaders until we fix
- // ATI sampler2DRect compatibility.
-
- //load Color Filter Shader
- if (success)
- {
- vector<string> shaderUniforms;
- shaderUniforms.reserve(7);
- shaderUniforms.push_back("RenderTexture");
- shaderUniforms.push_back("gamma");
- shaderUniforms.push_back("brightness");
- shaderUniforms.push_back("contrast");
- shaderUniforms.push_back("contrastBase");
- shaderUniforms.push_back("saturation");
- shaderUniforms.push_back("lumWeights");
-
- gPostColorFilterProgram.mName = "Color Filter Shader (Post)";
- gPostColorFilterProgram.mShaderFiles.clear();
- gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/colorFilterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB));
- gPostColorFilterProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
- success = gPostColorFilterProgram.createShader(NULL, &shaderUniforms);
- }
-
- //load Night Vision Shader
- if (success)
- {
- vector<string> shaderUniforms;
- shaderUniforms.reserve(5);
- shaderUniforms.push_back("RenderTexture");
- shaderUniforms.push_back("NoiseTexture");
- shaderUniforms.push_back("brightMult");
- shaderUniforms.push_back("noiseStrength");
- shaderUniforms.push_back("lumWeights");
-
- gPostNightVisionProgram.mName = "Night Vision Shader (Post)";
- gPostNightVisionProgram.mShaderFiles.clear();
- gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/nightVisionF.glsl", GL_FRAGMENT_SHADER_ARB));
- gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB));
- gPostNightVisionProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
- success = gPostNightVisionProgram.createShader(NULL, &shaderUniforms);
- }
- #endif
-
return success;
}