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-rw-r--r--indra/llrender/llglslshader.cpp2
-rw-r--r--indra/llrender/llshadermgr.cpp3
-rw-r--r--indra/newview/app_settings/settings.xml2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl4
-rw-r--r--indra/newview/lltexlayer.cpp6
8 files changed, 15 insertions, 12 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 02bcc9e338..61648e527d 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -117,10 +117,12 @@ BOOL LLGLSLShader::createShader(vector<string> * attributes,
// Create program
mProgramObject = glCreateProgramObjectARB();
+#if !LL_DARWIN
if (gGLManager.mGLVersion < 3.1f)
{ //force indexed texture channels to 1 if GL version is old (performance improvement for drivers with poor branching shader model support)
mFeatures.mIndexedTextureChannels = llmin(mFeatures.mIndexedTextureChannels, 1);
}
+#endif // !LL_DARWIN
//compile new source
vector< pair<string,GLenum> >::iterator fileIter = mShaderFiles.begin();
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index b487cda4ef..db3d7becd9 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -544,10 +544,13 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
{
//set version to 1.20
text[count++] = strdup("#version 120\n");
+ text[count++] = strdup("#define FXAA_GLSL_120 1\n");
+ text[count++] = strdup("#define FXAA_FAST_PIXEL_OFFSET 0\n");
}
else
{ //set version to 1.30
text[count++] = strdup("#version 130\n");
+ text[count++] = strdup("#define FXAA_GLSL_130 1\n");
}
//copy preprocessor definitions into buffer
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 1ea986b16d..7c01731282 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -7571,7 +7571,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>1</integer>
+ <integer>0</integer>
</map>
<key>RenderDebugNormalScale</key>
<map>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index cfcd8585f1..daef6a938c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -26,7 +26,7 @@
#extension GL_ARB_texture_rectangle : enable
#define FXAA_PC 1
-#define FXAA_GLSL_130 1
+//#define FXAA_GLSL_130 1
#define FXAA_QUALITY__PRESET 12
/*============================================================================
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
index e9122fc9d3..f67615bdd5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
@@ -26,7 +26,7 @@
#extension GL_ARB_texture_rectangle : enable
#define FXAA_PC 1
-#define FXAA_GLSL_130 1
+//#define FXAA_GLSL_130 1
#define FXAA_QUALITY__PRESET 12
/*============================================================================
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 1809cff1e5..146fac56e9 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -48,12 +48,12 @@ uniform float ssao_factor;
uniform float ssao_factor_inv;
varying vec2 vary_fragcoord;
-varying vec4 vary_light;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec2 shadow_res;
uniform vec2 proj_shadow_res;
+uniform vec3 sun_dir;
uniform float shadow_bias;
uniform float shadow_offset;
@@ -132,10 +132,10 @@ void main()
}*/
float shadow = 1.0;
- float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
+ float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
vec3 shadow_pos = pos.xyz + displace*norm;
- vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
+ vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
index 827ec15621..2cf7375d4d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
@@ -1,5 +1,5 @@
/**
- * @file sunLightF.glsl
+ * @file sunLightV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -25,8 +25,6 @@
attribute vec3 position;
-
-varying vec4 vary_light;
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/lltexlayer.cpp b/indra/newview/lltexlayer.cpp
index 87e7a57ae8..f44e62335d 100644
--- a/indra/newview/lltexlayer.cpp
+++ b/indra/newview/lltexlayer.cpp
@@ -306,9 +306,6 @@ BOOL LLTexLayerSetBuffer::render()
success &= mTexLayerSet->render( mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight );
gGL.flush();
- LLVertexBuffer::unbind();
- LLGLSLShader::sNoFixedFunction = no_ff;
-
if(upload_now)
{
if (!success)
@@ -338,6 +335,9 @@ BOOL LLTexLayerSetBuffer::render()
doUpdate();
}
+ LLVertexBuffer::unbind();
+ LLGLSLShader::sNoFixedFunction = no_ff;
+
// reset GL state
gGL.setColorMask(true, true);
gGL.setSceneBlendType(LLRender::BT_ALPHA);