diff options
Diffstat (limited to 'indra')
| -rw-r--r-- | indra/llrender/llshadermgr.cpp | 3 | ||||
| -rw-r--r-- | indra/llrender/llshadermgr.h | 1 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl | 34 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl | 2 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl | 8 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 185 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/environment/decodeNormF.glsl | 36 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/environment/waterF.glsl | 172 | ||||
| -rw-r--r-- | indra/newview/lldrawpoolwater.cpp | 253 | ||||
| -rw-r--r-- | indra/newview/lldrawpoolwater.h | 2 | ||||
| -rw-r--r-- | indra/newview/llviewershadermgr.cpp | 132 | ||||
| -rw-r--r-- | indra/newview/llviewershadermgr.h | 1 | 
12 files changed, 421 insertions, 408 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 2076947a00..807e41dc97 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -197,7 +197,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)  	}      // we want this BEFORE shadows and AO because those facilities use pos/norm access -    if (features->isDeferred || features->hasShadows || features->hasAmbientOcclusion) +    if (features->isDeferred)  	{  		if (!shader->attachObject("deferred/deferredUtil.glsl"))  		{ @@ -1351,6 +1351,7 @@ void LLShaderMgr::initAttribsAndUniforms()      mReservedUniforms.push_back("sh_input_b");      mReservedUniforms.push_back("sun_up_factor"); +    mReservedUniforms.push_back("water_edge");  	llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS); diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index 0b1a97d880..8651265834 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -249,6 +249,7 @@ public:          SH_INPUT_L1B,          SUN_UP_FACTOR, +        WATER_EDGE_FACTOR,  		END_RESERVED_UNIFORMS  	} eGLSLReservedUniforms; diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl index 3bb59dd7f9..23adbded5e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -24,13 +24,43 @@   */  uniform sampler2D       noiseMap; +uniform sampler2DRect   normalMap; +uniform sampler2DRect   depthMap;  uniform float ssao_radius;  uniform float ssao_max_radius;  uniform float ssao_factor;  uniform float ssao_factor_inv; -vec4 getPosition(vec2 pos_screen); +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec2 getScreenCoordinateAo(vec2 screenpos) +{ +    vec2 sc = screenpos.xy * 2.0; +    if (screen_res.x > 0 && screen_res.y > 0) +    { +       sc /= screen_res; +    } +    return sc - vec2(1.0, 1.0); +} + +float getDepthAo(vec2 pos_screen) +{ +    float depth = texture2DRect(depthMap, pos_screen).r; +    return depth; +} + +vec4 getPositionAo(vec2 pos_screen) +{ +    float depth = getDepthAo(pos_screen); +    vec2 sc = getScreenCoordinateAo(pos_screen); +    vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +    vec4 pos = inv_proj * ndc; +    pos /= pos.w; +    pos.w = 1.0; +    return pos; +}  vec2 getKern(int i)  { @@ -64,7 +94,7 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen)      for (int i = 0; i < 8; i++)      {          vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect); -        vec3 samppos_world = getPosition(samppos_screen).xyz;  +        vec3 samppos_world = getPositionAo(samppos_screen).xyz;           vec3 diff = pos_world - samppos_world;          float dist2 = dot(diff, diff); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 24804c3011..2569e49743 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -140,7 +140,7 @@ void main()  		discard;  	} -	float envIntensity = texture2DRect(normalMap. frag.xy).z; +	float envIntensity = texture2DRect(normalMap, frag.xy).z;  	vec3 norm = getNorm(frag.xy);  	float l_dist = -dot(lv, proj_n); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index cef9938192..843901ea6a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -25,7 +25,6 @@  uniform sampler2DRect   normalMap;  uniform sampler2DRect   depthMap; -uniform sampler2D       noiseMap;  uniform sampler2DShadow shadowMap0;  uniform sampler2DShadow shadowMap1;  uniform sampler2DShadow shadowMap2; @@ -33,11 +32,6 @@ uniform sampler2DShadow shadowMap3;  uniform sampler2DShadow shadowMap4;  uniform sampler2DShadow shadowMap5; -uniform float ssao_radius; -uniform float ssao_max_radius; -uniform float ssao_factor; -uniform float ssao_factor_inv; -  uniform vec3 sun_dir;  uniform vec3 moon_dir;  uniform vec2 shadow_res; @@ -52,8 +46,6 @@ uniform float sun_up_factor;  uniform mat4 inv_proj;  uniform vec2 screen_res; -vec3 decode_normal(vec2 enc); -  float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)  {      stc.xyz /= stc.w; diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index ceadb9fb67..40d4c24d34 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -55,6 +55,7 @@ uniform float fresnelOffset;  uniform float blurMultiplier;  uniform vec2 screen_res;  uniform mat4 norm_mat; //region space to screen space +uniform int water_edge;  //bigWave is (refCoord.w, view.w);  VARYING vec4 refCoord; @@ -73,102 +74,102 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2)  void main()   { -	vec4 color; -	float dist = length(view.xy); -	 -	//normalize view vector -	vec3 viewVec = normalize(view.xyz); -	 -	//get wave normals -	vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; -	vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; -	vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - - -	vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; -	vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; -	vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; +    vec4 color; +    float dist = length(view.xy); +     +    //normalize view vector +    vec3 viewVec = normalize(view.xyz); +     +    //get wave normals +    vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; +    vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; +    vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + + +    vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; +    vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; +    vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;      vec3 wave1 = BlendNormal(wave1_a, wave1_b);      vec3 wave2 = BlendNormal(wave2_a, wave2_b);      vec3 wave3 = BlendNormal(wave3_a, wave3_b); -	//get base fresnel components	 -	 -	vec3 df = vec3( -					dot(viewVec, wave1), -					dot(viewVec, (wave2 + wave3) * 0.5), -					dot(viewVec, wave3) -				 ) * fresnelScale + fresnelOffset; -	df *= df; -		     -	vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; -	 -	float dist2 = dist; -	dist = max(dist, 5.0); -	 -	float dmod = sqrt(dist); -	 -	vec2 dmod_scale = vec2(dmod*dmod, dmod); -	 -	//get reflected color -	vec2 refdistort1 = wave1.xy*normScale.x; -	vec2 refvec1 = distort+refdistort1/dmod_scale; -	vec4 refcol1 = texture2D(refTex, refvec1); -	 -	vec2 refdistort2 = wave2.xy*normScale.y; -	vec2 refvec2 = distort+refdistort2/dmod_scale; -	vec4 refcol2 = texture2D(refTex, refvec2); -	 -	vec2 refdistort3 = wave3.xy*normScale.z; -	vec2 refvec3 = distort+refdistort3/dmod_scale; -	vec4 refcol3 = texture2D(refTex, refvec3); - -	vec4 refcol = refcol1 + refcol2 + refcol3; -	float df1 = df.x + df.y + df.z; -	refcol *= df1 * 0.333; -	 -	vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; -	wavef.z *= max(-viewVec.z, 0.1); -	wavef = normalize(wavef); -	 -	float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; -	 -	vec2 refdistort4 = wavef.xy*0.125; -	refdistort4.y -= abs(refdistort4.y); -	vec2 refvec4 = distort+refdistort4/dmod; -	float dweight = min(dist2*blurMultiplier, 1.0); -	vec4 baseCol = texture2D(refTex, refvec4); - -	refcol = mix(baseCol*df2, refcol, dweight); - -	//get specular component -	float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); -		 -	//harden specular -	spec = pow(spec, 128.0); - -	//figure out distortion vector (ripply)    -	vec2 distort2 = distort+wavef.xy*refScale * 0.33/max(dmod*df1, 1.0); -		 -	vec4 fb = texture2D(screenTex, distort2); -	 -	//mix with reflection -	// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug +    //get base fresnel components    +     +    vec3 df = vec3( +                    dot(viewVec, wave1), +                    dot(viewVec, (wave2 + wave3) * 0.5), +                    dot(viewVec, wave3) +                 ) * fresnelScale + fresnelOffset; +    df *= df; +             +    vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; +     +    float dist2 = dist; +    dist = max(dist, 5.0); +     +    float dmod = sqrt(dist); +     +    vec2 dmod_scale = vec2(dmod*dmod, dmod); +     +    //get reflected color +    vec2 refdistort1 = wave1.xy*normScale.x; +    vec2 refvec1 = distort+refdistort1/dmod_scale; +    vec4 refcol1 = texture2D(refTex, refvec1); +     +    vec2 refdistort2 = wave2.xy*normScale.y; +    vec2 refvec2 = distort+refdistort2/dmod_scale; +    vec4 refcol2 = texture2D(refTex, refvec2); +     +    vec2 refdistort3 = wave3.xy*normScale.z; +    vec2 refvec3 = distort+refdistort3/dmod_scale; +    vec4 refcol3 = texture2D(refTex, refvec3); + +    vec4 refcol = refcol1 + refcol2 + refcol3; +    float df1 = df.x + df.y + df.z; +    refcol *= df1 * 0.333; +     +    vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; +    wavef.z *= max(-viewVec.z, 0.1); +    wavef = normalize(wavef); +     +    float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; +     +    vec2 refdistort4 = wavef.xy*0.125; +    refdistort4.y -= abs(refdistort4.y); +    vec2 refvec4 = distort+refdistort4/dmod; +    float dweight = min(dist2*blurMultiplier, 1.0); +    vec4 baseCol = texture2D(refTex, refvec4); + +    refcol = mix(baseCol*df2, refcol, dweight); + +    //get specular component +    float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); +         +    //harden specular +    spec = pow(spec, 128.0); + +    //figure out distortion vector (ripply)    +    vec2 distort2 = distort+wavef.xy*refScale * 0.33/max(dmod*df1, 1.0); +         +    vec4 fb = texture2D(screenTex, distort2); +     +    //mix with reflection +    // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug      refcol.rgb = pow(refcol.rgb, vec3(0.45)); // boost the reflect color a little to get stars to show up SL-1475 -	color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); -	 -	vec4 pos = vary_position; -	 -	color.rgb += spec * specular; -	 -	color.rgb = atmosTransport(color.rgb); -	color.rgb = scaleSoftClipFrag(color.rgb); -	color.a   = spec * sunAngle2; - -	vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); -	 -	frag_data[0] = vec4(color.rgb, color); // diffuse -	frag_data[1] = vec4(0);		// speccolor, spec -	frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0 +    color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); +     +    vec4 pos = vary_position; +     +    color.rgb += spec * specular; +     +    color.rgb = atmosTransport(color.rgb); +    color.rgb = scaleSoftClipFrag(color.rgb); +    color.a   = spec * sunAngle2; + +    vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); + +    frag_data[0] = vec4(color.rgb, color); // diffuse +    frag_data[1] = vec4(0);     // speccolor, spec +    frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0  } diff --git a/indra/newview/app_settings/shaders/class1/environment/decodeNormF.glsl b/indra/newview/app_settings/shaders/class1/environment/decodeNormF.glsl deleted file mode 100644 index becc6d89c1..0000000000 --- a/indra/newview/app_settings/shaders/class1/environment/decodeNormF.glsl +++ /dev/null @@ -1,36 +0,0 @@ -/** - * @file decodeNormF.glsl - * - * $LicenseInfo:firstyear=2018&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2018, Linden Research, Inc. - *  - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - *  - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU - * Lesser General Public License for more details. - *  - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  - * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA - * $/LicenseInfo$ - */ - -vec3 decode_normal (vec2 enc) -{ -    vec2 fenc = enc*4-2; -    float f = dot(fenc,fenc); -    float g = sqrt(1-f/4); -    vec3 n; -    n.xy = fenc*g; -    n.z = 1-f/2; -    return n; -} - diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 19158f4505..f228deb938 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -50,7 +50,7 @@ uniform vec3 normScale;  uniform float fresnelScale;  uniform float fresnelOffset;  uniform float blurMultiplier; - +uniform int water_edge;  //bigWave is (refCoord.w, view.w);  VARYING vec4 refCoord; @@ -68,94 +68,98 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2)  void main()   { -	vec4 color; -	 -	float dist = length(view.xy); -	 -	//normalize view vector -	vec3 viewVec = normalize(view.xyz); -	 -	//get wave normals -	vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; -	vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; -	vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; +    vec4 color; +     +    float dist = length(view.xy); +     +    //normalize view vector +    vec3 viewVec = normalize(view.xyz); +     +    //get wave normals +    vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; +    vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; +    vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + +    vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; +    vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; +    vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; -	vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; -	vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; -	vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; +    vec3 wave1 = BlendNormal(wave1_a, wave1_b); +    vec3 wave2 = BlendNormal(wave2_a, wave2_b); +    vec3 wave3 = BlendNormal(wave3_a, wave3_b); -	vec3 wave1 = BlendNormal(wave1_a, wave1_b); -	vec3 wave2 = BlendNormal(wave2_a, wave2_b); -	vec3 wave3 = BlendNormal(wave3_a, wave3_b); +    //get base fresnel components    +     +    vec3 df = vec3( +                    dot(viewVec, wave1), +                    dot(viewVec, (wave2 + wave3) * 0.5), +                    dot(viewVec, wave3) +                 ) * fresnelScale + fresnelOffset; +    df *= df; +             +    vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; +     +    float dist2 = dist; +    dist = max(dist, 5.0); +     +    float dmod = sqrt(dist); +     +    vec2 dmod_scale = vec2(dmod*dmod, dmod); +     +    //get reflected color +    vec2 refdistort1 = wave1.xy*normScale.x; +    vec2 refvec1 = distort+refdistort1/dmod_scale; +    vec4 refcol1 = texture2D(refTex, refvec1); +     +    vec2 refdistort2 = wave2.xy*normScale.y; +    vec2 refvec2 = distort+refdistort2/dmod_scale; +    vec4 refcol2 = texture2D(refTex, refvec2); +     +    vec2 refdistort3 = wave3.xy*normScale.z; +    vec2 refvec3 = distort+refdistort3/dmod_scale; +    vec4 refcol3 = texture2D(refTex, refvec3); -	//get base fresnel components	 -	 -	vec3 df = vec3( -					dot(viewVec, wave1), -					dot(viewVec, (wave2 + wave3) * 0.5), -					dot(viewVec, wave3) -				 ) * fresnelScale + fresnelOffset; -	df *= df; -		     -	vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; -	 -	float dist2 = dist; -	dist = max(dist, 5.0); -	 -	float dmod = sqrt(dist); -	 -	vec2 dmod_scale = vec2(dmod*dmod, dmod); -	 -	//get reflected color -	vec2 refdistort1 = wave1.xy*normScale.x; -	vec2 refvec1 = distort+refdistort1/dmod_scale; -	vec4 refcol1 = texture2D(refTex, refvec1); -	 -	vec2 refdistort2 = wave2.xy*normScale.y; -	vec2 refvec2 = distort+refdistort2/dmod_scale; -	vec4 refcol2 = texture2D(refTex, refvec2); -	 -	vec2 refdistort3 = wave3.xy*normScale.z; -	vec2 refvec3 = distort+refdistort3/dmod_scale; -	vec4 refcol3 = texture2D(refTex, refvec3); +    vec4 refcol = refcol1 + refcol2 + refcol3; +    float df1 = df.x + df.y + df.z; +    refcol *= df1 * 0.333; +     +    vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; +     +    wavef.z *= max(-viewVec.z, 0.1); +    wavef = normalize(wavef); +     +    float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; +     +    vec2 refdistort4 = wavef.xy*0.125; +    refdistort4.y -= abs(refdistort4.y); +    vec2 refvec4 = distort+refdistort4/dmod; +    float dweight = min(dist2*blurMultiplier, 1.0); +    vec4 baseCol = texture2D(refTex, refvec4); +    refcol = mix(baseCol*df2, refcol, dweight); -	vec4 refcol = refcol1 + refcol2 + refcol3; -	float df1 = df.x + df.y + df.z; -	refcol *= df1 * 0.333; -	 -	vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; -	 -	wavef.z *= max(-viewVec.z, 0.1); -	wavef = normalize(wavef); -	 -	float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; -	 -	vec2 refdistort4 = wavef.xy*0.125; -	refdistort4.y -= abs(refdistort4.y); -	vec2 refvec4 = distort+refdistort4/dmod; -	float dweight = min(dist2*blurMultiplier, 1.0); -	vec4 baseCol = texture2D(refTex, refvec4); -	refcol = mix(baseCol*df2, refcol, dweight); +    //get specular component +    float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); +         +    //harden specular +    spec = pow(spec, 128.0); -	//get specular component -	float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); -		 -	//harden specular -	spec = pow(spec, 128.0); +    //figure out distortion vector (ripply)    +    vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); +         +    vec4 fb = texture2D(screenTex, distort2); +     +    //mix with reflection +    // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug +    color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); +    color.rgb += spec * specular; +     +    color.rgb = atmosTransport(color.rgb); +    color.rgb = scaleSoftClip(color.rgb); +    color.a = spec * sunAngle2; -	//figure out distortion vector (ripply)    -	vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); -		 -	vec4 fb = texture2D(screenTex, distort2); -	 -	//mix with reflection -	// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug -	color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); -	color.rgb += spec * specular; -	 -	color.rgb = atmosTransport(color.rgb); -	color.rgb = scaleSoftClip(color.rgb); -	color.a = spec * sunAngle2; +#if WATER_EDGE +    gl_FragDepth = 0.9999847f; +#endif -	frag_color = color; +    frag_color = color;  } diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index 9820720fb9..c674d9a576 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -477,85 +477,14 @@ void LLDrawPoolWater::renderReflection(LLFace* face)  	face->renderIndexed();  } -void LLDrawPoolWater::shade() +void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& light_diffuse, const LLVector3& light_dir, F32 light_exp)  { -	if (!deferred_render) -	{ -		gGL.setColorMask(true, true); -	} - -	LLVOSky *voskyp = gSky.mVOSkyp; - -	if(voskyp == NULL)  -	{ -		return; -	} - -	LLGLDisable blend(GL_BLEND); - -	LLColor3 light_diffuse(0,0,0); -	F32 light_exp = 0.0f; -	LLVector3 light_dir; +    F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - LLEnvironment::instance().getWaterHeight();      LLEnvironment& environment = LLEnvironment::instance();      LLSettingsWater::ptr_t pwater = environment.getCurrentWater();      LLSettingsSky::ptr_t   psky   = environment.getCurrentSky(); -    light_dir = environment.getLightDirection(); -    light_dir.normalize(); - -    bool sun_up  = environment.getIsSunUp(); -    bool moon_up = environment.getIsMoonUp(); - -    if (sun_up) -    { -        light_diffuse += voskyp->getSun().getColorCached(); -    } -    // moonlight is several orders of magnitude less bright than sunlight, -    // so only use this color when the moon alone is showing -    else if (moon_up) -    {         -        light_diffuse += psky->getMoonDiffuse();  -    } - -    light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0.f); - -    light_diffuse.normalize(); -    light_diffuse *= (light_exp + 0.25f); - -	light_exp *= light_exp; -	light_exp *= light_exp; -	light_exp *= light_exp; -	light_exp *= light_exp; -	light_exp *= 256.f; -	light_exp = light_exp > 32.f ? light_exp : 32.f; - -    light_diffuse *= 6.f; - -	LLGLSLShader* shader; - -	F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - LLEnvironment::instance().getWaterHeight(); -	 -	if (eyedepth < 0.f && LLPipeline::sWaterReflections) -	{ -	    if (deferred_render) -	    { -            shader = &gDeferredUnderWaterProgram; -	    } -		else -        { -	        shader = &gUnderWaterProgram; -        } -	} -	else if (deferred_render) -	{ -		shader = &gDeferredWaterProgram; -	} -	else -	{ -		shader = &gWaterProgram; -	} -      shader->bind();  	if (deferred_render) @@ -605,30 +534,6 @@ void LLDrawPoolWater::shade()          gGL.getTexUnit(bumpTex2)->bind(tex_b);      } -    if (mWaterNormp[0]) -    { -	    if (gSavedSettings.getBOOL("RenderWaterMipNormal")) -	    { -		    mWaterNormp[0]->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC); -	    } -	    else  -	    { -		    mWaterNormp[0]->setFilteringOption(LLTexUnit::TFO_POINT); -	    } -	} - -    if (mWaterNormp[1]) -    { -	    if (gSavedSettings.getBOOL("RenderWaterMipNormal")) -	    { -            mWaterNormp[1]->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC); -	    } -	    else  -	    { -            mWaterNormp[1]->setFilteringOption(LLTexUnit::TFO_POINT); -	    } -	} -      shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);      shader->uniform3fv(LLShaderMgr::WATER_FOGCOLOR, 1, pwater->getWaterFogColor().mV); @@ -713,14 +618,44 @@ void LLDrawPoolWater::shade()          sNeedsReflectionUpdate = TRUE;			          sNeedsDistortionUpdate = TRUE; -        for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) -		{ -			LLFace *face = *iter; -			gGL.getTexUnit(diffTex)->bind(face->getTexture()); -            face->renderIndexed(); -		} +        if (edge) +        { +            for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) +		    { +			    LLFace *face = *iter; +                if (face) +                { +                    LLVOWater* water = (LLVOWater*) face->getViewerObject(); +			        gGL.getTexUnit(diffTex)->bind(face->getTexture()); + +                    bool edge_patch = water && water->getIsEdgePatch(); +                    if (edge_patch) +                    { +                        face->renderIndexed(); +                    } +                } +		    } +        } +        else +        { +            for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) +		    { +			    LLFace *face = *iter; +                if (face) +                { +                    LLVOWater* water = (LLVOWater*) face->getViewerObject(); +			        gGL.getTexUnit(diffTex)->bind(face->getTexture()); + +                    bool edge_patch = water && water->getIsEdgePatch(); +                    if (!edge_patch) +                    { +                        face->renderIndexed(); +                    } +                } +		    } +        }      } -	 +  	shader->disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);  	shader->disableTexture(LLShaderMgr::WATER_SCREENTEX);	  	shader->disableTexture(LLShaderMgr::BUMP_MAP); @@ -729,6 +664,116 @@ void LLDrawPoolWater::shade()  	shader->disableTexture(LLShaderMgr::WATER_SCREENDEPTH);  	shader->unbind(); +} + +void LLDrawPoolWater::shade() +{ +	if (!deferred_render) +	{ +		gGL.setColorMask(true, true); +	} + +	LLVOSky *voskyp = gSky.mVOSkyp; + +	if(voskyp == NULL)  +	{ +		return; +	} + +	LLGLDisable blend(GL_BLEND); + +	LLColor3 light_diffuse(0,0,0); +	F32 light_exp = 0.0f; +	LLVector3 light_dir; + +    LLEnvironment& environment = LLEnvironment::instance(); +    LLSettingsWater::ptr_t pwater = environment.getCurrentWater(); +    LLSettingsSky::ptr_t   psky   = environment.getCurrentSky(); + +    light_dir = environment.getLightDirection(); +    light_dir.normalize(); + +    bool sun_up  = environment.getIsSunUp(); +    bool moon_up = environment.getIsMoonUp(); + +    if (sun_up) +    { +        light_diffuse += voskyp->getSun().getColorCached(); +    } +    // moonlight is several orders of magnitude less bright than sunlight, +    // so only use this color when the moon alone is showing +    else if (moon_up) +    {         +        light_diffuse += psky->getMoonDiffuse();  +    } + +    light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0.f); + +    light_diffuse.normalize(); +    light_diffuse *= (light_exp + 0.25f); + +	light_exp *= light_exp; +	light_exp *= light_exp; +	light_exp *= light_exp; +	light_exp *= light_exp; +	light_exp *= 256.f; +	light_exp = light_exp > 32.f ? light_exp : 32.f; + +    light_diffuse *= 6.f; + +	LLGLSLShader* shader = nullptr; +    LLGLSLShader* edge_shader = nullptr; + +	F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - LLEnvironment::instance().getWaterHeight(); +	 +	if (eyedepth < 0.f && LLPipeline::sWaterReflections) +	{ +	    if (deferred_render) +	    { +            shader = &gDeferredUnderWaterProgram; +	    } +		else +        { +	        shader = &gUnderWaterProgram; +        } +	} +	else if (deferred_render) +	{ +		shader = &gDeferredWaterProgram; +        edge_shader = nullptr; +	} +	else +	{ +		shader = &gWaterProgram; +        edge_shader = &gWaterEdgeProgram; +	} + +    if (mWaterNormp[0]) +    { +	    if (gSavedSettings.getBOOL("RenderWaterMipNormal")) +	    { +		    mWaterNormp[0]->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC); +	    } +	    else  +	    { +		    mWaterNormp[0]->setFilteringOption(LLTexUnit::TFO_POINT); +	    } +	} + +    if (mWaterNormp[1]) +    { +	    if (gSavedSettings.getBOOL("RenderWaterMipNormal")) +	    { +            mWaterNormp[1]->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC); +	    } +	    else  +	    { +            mWaterNormp[1]->setFilteringOption(LLTexUnit::TFO_POINT); +	    } +	} + +    shade2(false, shader, light_diffuse, light_dir, light_exp); +    shade2(true, edge_shader ? edge_shader : shader, light_diffuse, light_dir, light_exp);  	gGL.getTexUnit(0)->activate();  	gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); diff --git a/indra/newview/lldrawpoolwater.h b/indra/newview/lldrawpoolwater.h index f14ac1f6d2..f94baefc41 100644 --- a/indra/newview/lldrawpoolwater.h +++ b/indra/newview/lldrawpoolwater.h @@ -33,6 +33,7 @@  class LLFace;  class LLHeavenBody;  class LLWaterSurface; +class LLGLSLShader;  class LLDrawPoolWater: public LLFacePool  { @@ -81,6 +82,7 @@ public:  	void renderReflection(LLFace* face);  	void shade(); +    void shade2(bool edge, LLGLSLShader* shader, const LLColor3& light_diffuse, const LLVector3& light_dir, F32 light_exp);      void setTransparentTextures(const LLUUID& transparentTextureId, const LLUUID& nextTransparentTextureId);      void setOpaqueTexture(const LLUUID& opaqueTextureId); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 5c65a3630c..54c1a602d9 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -153,6 +153,7 @@ LLGLSLShader		gSkinnedObjectShinySimpleWaterProgram;  LLGLSLShader		gTerrainProgram;  LLGLSLShader		gTerrainWaterProgram;  LLGLSLShader		gWaterProgram; +LLGLSLShader		gWaterEdgeProgram;  LLGLSLShader		gUnderWaterProgram;  //interface shaders @@ -263,6 +264,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() :  	mShaderList.push_back(&gObjectShinyProgram);  	mShaderList.push_back(&gObjectShinyNonIndexedProgram);  	mShaderList.push_back(&gWaterProgram); +    mShaderList.push_back(&gWaterEdgeProgram);  	mShaderList.push_back(&gAvatarEyeballProgram);   	mShaderList.push_back(&gObjectSimpleProgram);  	mShaderList.push_back(&gObjectSimpleImpostorProgram); @@ -865,6 +867,7 @@ void LLViewerShaderMgr::unloadShaders()  	gWaterProgram.unload(); +    gWaterEdgeProgram.unload();  	gUnderWaterProgram.unload();  	gTerrainProgram.unload();  	gTerrainWaterProgram.unload(); @@ -1098,6 +1101,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()  	if (mShaderLevel[SHADER_WATER] == 0)  	{  		gWaterProgram.unload(); +        gWaterEdgeProgram.unload();  		gUnderWaterProgram.unload();  		gTerrainWaterProgram.unload();  		return TRUE; @@ -1119,6 +1123,23 @@ BOOL LLViewerShaderMgr::loadShadersWater()          llassert(success);  	} +    if (success) +	{ +		// load water shader +		gWaterEdgeProgram.mName = "Water Edge Shader"; +		gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true; +		gWaterEdgeProgram.mFeatures.hasGamma = true; +		gWaterEdgeProgram.mFeatures.hasTransport = true; +		gWaterEdgeProgram.mShaderFiles.clear(); +		gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB)); +		gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER_ARB)); +        gWaterEdgeProgram.addPermutation("WATER_EDGE", "1"); +        gWaterEdgeProgram.mShaderGroup = LLGLSLShader::SG_WATER; +		gWaterEdgeProgram.mShaderLevel = mShaderLevel[SHADER_WATER]; +		success = gWaterEdgeProgram.createShader(NULL, NULL); +        llassert(success); +	} +  	if (success)  	{  		//load under water vertex shader @@ -1305,8 +1326,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	{  		gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader";          gDeferredDiffuseProgram.mFeatures.encodesNormal = true; -        gDeferredDiffuseProgram.mFeatures.isDeferred = true; -		gDeferredDiffuseProgram.mShaderFiles.clear(); +        gDeferredDiffuseProgram.mShaderFiles.clear();  		gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; @@ -1319,8 +1339,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	{  		gDeferredDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Alpha Mask Shader";          gDeferredDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true; -        gDeferredDiffuseAlphaMaskProgram.mFeatures.isDeferred = true; -		gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear(); +        gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear();  		gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; @@ -1333,8 +1352,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	{  		gDeferredNonIndexedDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader";          gDeferredNonIndexedDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true; -        gDeferredNonIndexedDiffuseAlphaMaskProgram.mFeatures.isDeferred = true; -		gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.clear(); +        gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.clear();  		gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; @@ -1346,8 +1364,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	{  		gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader";          gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mFeatures.encodesNormal = true; -        gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mFeatures.isDeferred = true; -		gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear(); +        gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear();  		gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseNoColorV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; @@ -1359,8 +1376,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	{  		gDeferredNonIndexedDiffuseProgram.mName = "Non Indexed Deferred Diffuse Shader";          gDeferredNonIndexedDiffuseProgram.mFeatures.encodesNormal = true; -        gDeferredNonIndexedDiffuseProgram.mFeatures.isDeferred = true; -		gDeferredNonIndexedDiffuseProgram.mShaderFiles.clear(); +        gDeferredNonIndexedDiffuseProgram.mShaderFiles.clear();  		gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredNonIndexedDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; @@ -1373,8 +1389,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredSkinnedDiffuseProgram.mName = "Deferred Skinned Diffuse Shader";  		gDeferredSkinnedDiffuseProgram.mFeatures.hasObjectSkinning = true;          gDeferredSkinnedDiffuseProgram.mFeatures.encodesNormal = true; -        gDeferredSkinnedDiffuseProgram.mFeatures.isDeferred = true; -		gDeferredSkinnedDiffuseProgram.mShaderFiles.clear(); +        gDeferredSkinnedDiffuseProgram.mShaderFiles.clear();  		gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseSkinnedV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredSkinnedDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; @@ -1387,8 +1402,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredSkinnedBumpProgram.mName = "Deferred Skinned Bump Shader";  		gDeferredSkinnedBumpProgram.mFeatures.hasObjectSkinning = true;          gDeferredSkinnedBumpProgram.mFeatures.encodesNormal = true; -        gDeferredSkinnedBumpProgram.mFeatures.isDeferred = true; -		gDeferredSkinnedBumpProgram.mShaderFiles.clear(); +        gDeferredSkinnedBumpProgram.mShaderFiles.clear();  		gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpSkinnedV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredSkinnedBumpProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; @@ -1411,9 +1425,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredSkinnedAlphaProgram.mFeatures.hasTransport = true;          gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true;          gDeferredSkinnedAlphaProgram.mFeatures.hasShadows = true; -        gDeferredSkinnedAlphaProgram.mFeatures.hasIndirect = true; -        gDeferredSkinnedAlphaProgram.mFeatures.isDeferred = true; - +          		gDeferredSkinnedAlphaProgram.mShaderFiles.clear();  		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)); @@ -1434,8 +1446,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	{  		gDeferredBumpProgram.mName = "Deferred Bump Shader";          gDeferredBumpProgram.mFeatures.encodesNormal = true; -        gDeferredBumpProgram.mFeatures.isDeferred = true; -		gDeferredBumpProgram.mShaderFiles.clear(); +        gDeferredBumpProgram.mShaderFiles.clear();  		gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredBumpProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; @@ -1487,9 +1498,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()              gDeferredMaterialProgram[i].mFeatures.hasAtmospherics = true;              gDeferredMaterialProgram[i].mFeatures.hasGamma = true;              gDeferredMaterialProgram[i].mFeatures.hasShadows = true; -            gDeferredMaterialProgram[i].mFeatures.hasIndirect = true; -            gDeferredMaterialProgram[i].mFeatures.isDeferred = true; - +              			if (has_skin)  			{  				gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true; @@ -1528,9 +1537,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()              gDeferredMaterialWaterProgram[i].mFeatures.hasTransport = true;              gDeferredMaterialWaterProgram[i].mFeatures.hasShadows = true; -            gDeferredMaterialWaterProgram[i].mFeatures.hasIndirect = true; -            gDeferredMaterialWaterProgram[i].mFeatures.isDeferred = true; - +              			if (has_skin)  			{  				gDeferredMaterialWaterProgram[i].mFeatures.hasObjectSkinning = true; @@ -1565,8 +1572,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredTreeProgram.mName = "Deferred Tree Shader";  		gDeferredTreeProgram.mShaderFiles.clear();          gDeferredTreeProgram.mFeatures.encodesNormal = true; -        gDeferredTreeProgram.mFeatures.isDeferred = true; -		gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeV.glsl", GL_VERTEX_SHADER_ARB)); +        gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredTreeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];  		success = gDeferredTreeProgram.createShader(NULL, NULL); @@ -1688,7 +1694,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredSunProgram.mName = "Deferred Sun Shader";          gDeferredSunProgram.mFeatures.isDeferred    = true;          gDeferredSunProgram.mFeatures.hasShadows    = true; -        gDeferredSunProgram.mFeatures.hasIndirect   = true;          gDeferredSunProgram.mFeatures.hasAmbientOcclusion = use_ao;  		gDeferredSunProgram.mShaderFiles.clear(); @@ -1728,9 +1733,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredAlphaProgram.mFeatures.hasAtmospherics = true;          gDeferredAlphaProgram.mFeatures.hasGamma = true;          gDeferredAlphaProgram.mFeatures.hasTransport = true; -        gDeferredAlphaProgram.mFeatures.isDeferred = true;          gDeferredAlphaProgram.mFeatures.hasShadows = true; -        gDeferredAlphaProgram.mFeatures.hasIndirect = true;  		if (mShaderLevel[SHADER_DEFERRED] < 1)  		{ @@ -1766,9 +1769,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredAlphaImpostorProgram.mFeatures.isAlphaLighting = true;  		gDeferredAlphaImpostorProgram.mFeatures.hasSrgb = true;          gDeferredAlphaImpostorProgram.mFeatures.encodesNormal = true; -        gDeferredAlphaImpostorProgram.mFeatures.isDeferred = true;          gDeferredAlphaImpostorProgram.mFeatures.hasShadows = true; -        gDeferredAlphaImpostorProgram.mFeatures.hasIndirect = true;  		gDeferredAlphaImpostorProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels  		if (mShaderLevel[SHADER_DEFERRED] < 1) @@ -1812,9 +1813,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredAlphaWaterProgram.mFeatures.hasAtmospherics = true;          gDeferredAlphaWaterProgram.mFeatures.hasGamma = true;          gDeferredAlphaWaterProgram.mFeatures.hasTransport = true; -        gDeferredAlphaWaterProgram.mFeatures.isDeferred = true;          gDeferredAlphaWaterProgram.mFeatures.hasShadows = true; -        gDeferredAlphaWaterProgram.mFeatures.hasIndirect = true;  		if (mShaderLevel[SHADER_DEFERRED] < 1)  		{ @@ -1851,7 +1850,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true;          gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true;          gDeferredAvatarEyesProgram.mFeatures.encodesNormal = true; -        gDeferredAvatarEyesProgram.mFeatures.isDeferred = true;          gDeferredAvatarEyesProgram.mFeatures.hasShadows = true;  		gDeferredAvatarEyesProgram.mShaderFiles.clear(); @@ -1869,8 +1867,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredFullbrightProgram.mFeatures.hasGamma = true;  		gDeferredFullbrightProgram.mFeatures.hasTransport = true;  		gDeferredFullbrightProgram.mFeatures.hasSrgb = true; -        gDeferredFullbrightProgram.mFeatures.isDeferred = true; - +          		gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;  		gDeferredFullbrightProgram.mShaderFiles.clear();  		gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1887,8 +1884,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;  		gDeferredFullbrightAlphaMaskProgram.mFeatures.hasTransport = true;  		gDeferredFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true; -        gDeferredFullbrightAlphaMaskProgram.mFeatures.isDeferred = true; - +          		gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;  		gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear();  		gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1907,8 +1903,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredFullbrightWaterProgram.mFeatures.hasTransport = true;  		gDeferredFullbrightWaterProgram.mFeatures.hasWaterFog = true;  		gDeferredFullbrightWaterProgram.mFeatures.hasSrgb = true; -        gDeferredFullbrightWaterProgram.mFeatures.isDeferred = true; -		gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; +        gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;  		gDeferredFullbrightWaterProgram.mShaderFiles.clear();  		gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1927,8 +1922,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasTransport = true;  		gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasWaterFog = true;  		gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasSrgb = true; -        gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.isDeferred = true; -		gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; +        gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;  		gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.clear();  		gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1946,8 +1940,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;  		gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true;  		gDeferredFullbrightShinyProgram.mFeatures.hasTransport = true; -        gDeferredFullbrightShinyProgram.mFeatures.isDeferred = true; -		gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels-1; +        gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels-1;  		gDeferredFullbrightShinyProgram.mShaderFiles.clear();  		gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1965,8 +1958,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredSkinnedFullbrightProgram.mFeatures.hasObjectSkinning = true;  		gDeferredSkinnedFullbrightProgram.mFeatures.disableTextureIndex = true;  		gDeferredSkinnedFullbrightProgram.mFeatures.hasSrgb = true; -        gDeferredSkinnedFullbrightProgram.mFeatures.isDeferred = true; -		gDeferredSkinnedFullbrightProgram.mShaderFiles.clear(); +        gDeferredSkinnedFullbrightProgram.mShaderFiles.clear();  		gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredSkinnedFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; @@ -1982,8 +1974,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasTransport = true;  		gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasObjectSkinning = true;  		gDeferredSkinnedFullbrightShinyProgram.mFeatures.disableTextureIndex = true; -        gDeferredSkinnedFullbrightShinyProgram.mFeatures.isDeferred = true; -		gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.clear(); +        gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.clear();  		gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredSkinnedFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; @@ -1997,8 +1988,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true;  		gDeferredEmissiveProgram.mFeatures.hasGamma = true;  		gDeferredEmissiveProgram.mFeatures.hasTransport = true; -        gDeferredEmissiveProgram.mFeatures.isDeferred = true; -		gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; +        gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;  		gDeferredEmissiveProgram.mShaderFiles.clear();  		gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2015,9 +2005,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredWaterProgram.mFeatures.hasGamma = true;  		gDeferredWaterProgram.mFeatures.hasTransport = true;          gDeferredWaterProgram.mFeatures.encodesNormal = true; -        gDeferredWaterProgram.mFeatures.isDeferred = true;          gDeferredWaterProgram.mFeatures.hasShadows = true; -        gDeferredWaterProgram.mFeatures.hasIndirect = true;  		gDeferredWaterProgram.mShaderFiles.clear();  		gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB)); @@ -2038,9 +2026,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredUnderWaterProgram.mFeatures.hasTransport = true;  		gDeferredUnderWaterProgram.mFeatures.hasSrgb = true;          gDeferredUnderWaterProgram.mFeatures.encodesNormal = true; -        gDeferredUnderWaterProgram.mFeatures.isDeferred = true;          gDeferredUnderWaterProgram.mFeatures.hasShadows = true; -        gDeferredUnderWaterProgram.mFeatures.hasIndirect = true;  		gDeferredUnderWaterProgram.mShaderFiles.clear();  		gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB)); @@ -2061,7 +2047,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredSoftenProgram.mFeatures.hasGamma = true;          gDeferredSoftenProgram.mFeatures.isDeferred = true;          gDeferredSoftenProgram.mFeatures.hasShadows = true; -        gDeferredSoftenProgram.mFeatures.hasIndirect = true;  		gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2104,7 +2089,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredSoftenWaterProgram.mFeatures.hasGamma = true;          gDeferredSoftenWaterProgram.mFeatures.isDeferred = true;          gDeferredSoftenWaterProgram.mFeatures.hasShadows = true; -        gDeferredSoftenWaterProgram.mFeatures.hasIndirect = true;          if (gAtmosphere && gDeferredSoftenWaterProgram.mShaderLevel > 2)          { @@ -2158,8 +2142,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	{  		gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader";  		gDeferredShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; -        gDeferredShadowAlphaMaskProgram.mFeatures.isDeferred = true; -        gDeferredShadowAlphaMaskProgram.mFeatures.hasShadows = true; +  		gDeferredShadowAlphaMaskProgram.mShaderFiles.clear();  		gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2176,8 +2159,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	{  		gDeferredAvatarShadowProgram.mName = "Deferred Avatar Shadow Shader";  		gDeferredAvatarShadowProgram.mFeatures.hasSkinning = true; -        gDeferredAvatarShadowProgram.mFeatures.isDeferred = true; -        gDeferredAvatarShadowProgram.mFeatures.hasShadows = true; +  		gDeferredAvatarShadowProgram.mShaderFiles.clear();  		gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2194,8 +2176,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	{  		gDeferredAttachmentShadowProgram.mName = "Deferred Attachment Shadow Shader";  		gDeferredAttachmentShadowProgram.mFeatures.hasObjectSkinning = true; -        gDeferredAttachmentShadowProgram.mFeatures.isDeferred = true; -        gDeferredAttachmentShadowProgram.mFeatures.hasShadows = true; +  		gDeferredAttachmentShadowProgram.mShaderFiles.clear();  		gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2212,8 +2193,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	{  		gTerrainProgram.mName = "Deferred Terrain Shader";          gDeferredTerrainProgram.mFeatures.encodesNormal = true; -        gDeferredTerrainProgram.mFeatures.isDeferred = true; -		gDeferredTerrainProgram.mShaderFiles.clear(); +        gDeferredTerrainProgram.mShaderFiles.clear();  		gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredTerrainProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; @@ -2226,8 +2206,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredAvatarProgram.mName = "Avatar Shader";  		gDeferredAvatarProgram.mFeatures.hasSkinning = true;          gDeferredAvatarProgram.mFeatures.encodesNormal = true; -        gDeferredAvatarProgram.mFeatures.isDeferred = true; -		gDeferredAvatarProgram.mShaderFiles.clear(); +        gDeferredAvatarProgram.mShaderFiles.clear();  		gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredAvatarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; @@ -2251,7 +2230,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true;          gDeferredAvatarAlphaProgram.mFeatures.isDeferred = true;          gDeferredAvatarAlphaProgram.mFeatures.hasShadows = true; -        gDeferredAvatarAlphaProgram.mFeatures.hasIndirect = true;  		gDeferredAvatarAlphaProgram.mShaderFiles.clear();  		gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); @@ -2347,14 +2325,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	if (success)  	{  		gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader"; -		//gWLSkyProgram.mFeatures.hasGamma = true; -        gDeferredWLSkyProgram.mShaderFiles.clear(); +		gDeferredWLSkyProgram.mShaderFiles.clear();          gDeferredWLSkyProgram.mFeatures.calculatesAtmospherics = true;  		gDeferredWLSkyProgram.mFeatures.hasTransport = true;          gDeferredWLSkyProgram.mFeatures.hasGamma = true;          gDeferredWLSkyProgram.mFeatures.hasSrgb = true; -        gDeferredWLSkyProgram.mFeatures.isDeferred = true; - +          		gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));          gDeferredWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT]; @@ -2375,8 +2351,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredWLCloudProgram.mFeatures.hasTransport = true;          gDeferredWLCloudProgram.mFeatures.hasGamma = true;          gDeferredWLCloudProgram.mFeatures.hasSrgb = true; -        gDeferredWLCloudProgram.mFeatures.isDeferred = true; - +          		gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT]; @@ -2450,8 +2425,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredWLSunProgram.mFeatures.hasAtmospherics = true;          gDeferredWLSunProgram.mFeatures.isFullbright = true;  		gDeferredWLSunProgram.mFeatures.disableTextureIndex = true; -        gDeferredWLSunProgram.mFeatures.isDeferred = true; -		gDeferredWLSunProgram.mShaderFiles.clear(); +        gDeferredWLSunProgram.mShaderFiles.clear();  		gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredWLSunProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; @@ -2469,8 +2443,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true;          gDeferredWLMoonProgram.mFeatures.isFullbright = true;  		gDeferredWLMoonProgram.mFeatures.disableTextureIndex = true; -        gDeferredWLMoonProgram.mFeatures.isDeferred = true; - +          		gDeferredWLMoonProgram.mShaderFiles.clear();  		gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2483,8 +2456,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	if (success)  	{  		gDeferredStarProgram.mName = "Deferred Star Program"; -        gDeferredStarProgram.mFeatures.isDeferred = true; -		gDeferredStarProgram.mShaderFiles.clear(); +        gDeferredStarProgram.mShaderFiles.clear();  		gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredStarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 18d81bf865..411949f9f3 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -239,6 +239,7 @@ extern LLGLSLShader			gSkinnedObjectShinySimpleWaterProgram;  extern LLGLSLShader			gTerrainProgram;  extern LLGLSLShader			gTerrainWaterProgram;  extern LLGLSLShader			gWaterProgram; +extern LLGLSLShader			gWaterEdgeProgram;  extern LLGLSLShader			gUnderWaterProgram;  extern LLGLSLShader			gGlowProgram;  extern LLGLSLShader			gGlowExtractProgram;  | 
