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obey vertex alpha
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lighting/materials enabled.
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testing based overhaul WIP
Reviewed by Graham
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remove banding and not break all shiny objects.
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for texture indices in the data stream.  Also rework gl_FragColor overrides to not collide with some odd driver implementations.
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"maximum_alpha" for alpha tests in shaders as it was always being set to 1.0 anyway.
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some drivers (prune shader tree of unused shaders while we're at it)
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some drivers (prune shader tree of unused shaders while we're at it)
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shaders disabled.
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outputs -- no more deprecation warnings on nvidia
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are available.
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texture rendering based on available hardware.
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See https://wiki.lindenlab.com/wiki/License_Substitution for details.
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back-out the back-out for this branch.  yay.
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Backing out this merge that I pushed (prematurely) to the wrong place.
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again
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again
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the same shader code.
kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon.
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the same shader code.
kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon.
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far as the shader is concerned.
not complete.
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far as the shader is concerned.
not complete.
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next, needs the non-shader GL lighting model to be equally dumb (it's too smart - kill the spot angle.
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