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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.cpp16
1 files changed, 14 insertions, 2 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 722e4d2ee6..c7e422139d 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -175,6 +175,9 @@ LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
LLGLSLShader gDeferredSkinnedDiffuseProgram;
LLGLSLShader gDeferredSkinnedBumpProgram;
LLGLSLShader gDeferredSkinnedAlphaProgram;
+#if LL_DARWIN
+LLGLSLShader gDeferredSkinnedAlphaProgramMac;
+#endif
LLGLSLShader gDeferredBumpProgram;
LLGLSLShader gDeferredTerrainProgram;
LLGLSLShader gDeferredTreeProgram;
@@ -276,6 +279,9 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gDeferredSoftenProgram);
mShaderList.push_back(&gDeferredAlphaProgram);
mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
+#if LL_DARWIN
+ mShaderList.push_back(&gDeferredSkinnedAlphaProgramMac);
+#endif
mShaderList.push_back(&gDeferredFullbrightProgram);
mShaderList.push_back(&gDeferredEmissiveProgram);
mShaderList.push_back(&gDeferredAvatarEyesProgram);
@@ -1082,6 +1088,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedDiffuseProgram.unload();
gDeferredSkinnedBumpProgram.unload();
gDeferredSkinnedAlphaProgram.unload();
+#if LL_DARWIN
+ gDeferredSkinnedAlphaProgramMac.unload();
+#endif
gDeferredBumpProgram.unload();
gDeferredImpostorProgram.unload();
gDeferredTerrainProgram.unload();
@@ -1209,9 +1218,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.mFeatures.isAlphaLighting = true;
gDeferredSkinnedAlphaProgram.mFeatures.disableTextureIndex = true;
gDeferredSkinnedAlphaProgram.mShaderFiles.clear();
- gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE", "2");
+ gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
+ gDeferredSkinnedAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0");
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
// Hack to include uniforms for lighting without linking in lighting file