diff options
Diffstat (limited to 'indra')
-rw-r--r-- | indra/llrender/llshadermgr.cpp | 2 | ||||
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 2 |
2 files changed, 4 insertions, 0 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index ae91567334..3a80ff0144 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -196,6 +196,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) } } +#if USE_DEFERRED_SHADER_API if (features->isDeferred || features->hasShadows) { if (!shader->attachObject("deferred/deferredUtil.glsl")) @@ -211,6 +212,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) return FALSE; } } +#endif if (features->hasGamma) { diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 16fc0f702d..f4f9a3a0c2 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -991,8 +991,10 @@ BOOL LLViewerShaderMgr::loadBasicShaders() index_channels.push_back(-1); shaders.push_back( make_pair( "environment/encodeNormF.glsl", mVertexShaderLevel[SHADER_ENVIRONMENT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "environment/decodeNormF.glsl", mVertexShaderLevel[SHADER_ENVIRONMENT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "environment/srgbF.glsl", mVertexShaderLevel[SHADER_ENVIRONMENT] ) ); +#if USE_DEFERRED_SHADER_API index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/deferredUtil.glsl", mVertexShaderLevel[SHADER_DEFERRED] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/indirect.glsl", mVertexShaderLevel[SHADER_DEFERRED] ) ); +#endif index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); |