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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.cpp26
1 files changed, 24 insertions, 2 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 20e4333209..f0f83ec6e4 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -74,6 +74,7 @@ LLGLSLShader gObjectFullbrightProgram;
LLGLSLShader gObjectFullbrightWaterProgram;
LLGLSLShader gObjectFullbrightShinyProgram;
+LLGLSLShader gObjectFullbrightShinyWaterProgram;
LLGLSLShader gObjectShinyProgram;
LLGLSLShader gObjectShinyWaterProgram;
@@ -163,6 +164,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gObjectSimpleProgram);
mShaderList.push_back(&gObjectFullbrightProgram);
mShaderList.push_back(&gObjectFullbrightShinyProgram);
+ mShaderList.push_back(&gObjectFullbrightShinyWaterProgram);
mShaderList.push_back(&gSkinnedObjectSimpleProgram);
mShaderList.push_back(&gSkinnedObjectFullbrightProgram);
mShaderList.push_back(&gSkinnedObjectFullbrightShinyProgram);
@@ -576,6 +578,7 @@ void LLViewerShaderMgr::unloadShaders()
gObjectShinyProgram.unload();
gObjectFullbrightShinyProgram.unload();
+ gObjectFullbrightShinyWaterProgram.unload();
gObjectShinyWaterProgram.unload();
gSkinnedObjectSimpleProgram.unload();
@@ -685,7 +688,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
// (in order of shader function call depth for reference purposes, deepest level first)
shaders.clear();
- shaders.reserve(12);
+ shaders.reserve(13);
shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) );
shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
@@ -698,6 +701,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
for (U32 i = 0; i < shaders.size(); i++)
{
@@ -1307,6 +1311,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
{
gObjectShinyProgram.unload();
gObjectFullbrightShinyProgram.unload();
+ gObjectFullbrightShinyWaterProgram.unload();
gObjectShinyWaterProgram.unload();
gObjectSimpleProgram.unload();
gObjectSimpleWaterProgram.unload();
@@ -1432,6 +1437,23 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gObjectFullbrightShinyWaterProgram.mName = "Fullbright Shiny Water Shader";
+ gObjectFullbrightShinyWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectFullbrightShinyWaterProgram.mFeatures.isFullbright = true;
+ gObjectFullbrightShinyWaterProgram.mFeatures.isShiny = true;
+ gObjectFullbrightShinyWaterProgram.mFeatures.hasGamma = true;
+ gObjectFullbrightShinyWaterProgram.mFeatures.hasTransport = true;
+ gObjectFullbrightShinyWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectFullbrightShinyWaterProgram.mShaderFiles.clear();
+ gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectFullbrightShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gObjectFullbrightShinyWaterProgram.createShader(NULL, &mShinyUniforms);
+ }
+
+ if (success)
+ {
gSkinnedObjectSimpleProgram.mName = "Skinned Simple Shader";
gSkinnedObjectSimpleProgram.mFeatures.calculatesLighting = true;
gSkinnedObjectSimpleProgram.mFeatures.calculatesAtmospherics = true;
@@ -1541,7 +1563,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.clear();
gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));
- gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gSkinnedObjectFullbrightShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectFullbrightShinyWaterProgram.createShader(NULL, &mShinyUniforms);
}