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-rw-r--r--indra/newview/llviewershadermgr.cpp7
1 files changed, 0 insertions, 7 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 3743d8fe2e..bdef74fcb8 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1214,10 +1214,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
- gDeferredSkinnedAlphaProgram.addPermutation("USE_INDEXED_TEX", "0");
gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
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
@@ -1411,14 +1409,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mShaderFiles.clear();
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
-
- gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "0");
gDeferredSkinnedAlphaProgram.addPermutation("USE_INDEXED_TEX", "1");
gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
-
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN","1");
- gDeferredSkinnedAlphaProgram.addPermutation("IS_AVATAR_SKIN","0");
-
gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaProgram.createShader(NULL, NULL);