SH-2908 More complete GLSL 1.20 compatibility pass.

meow-7.2.2
Dave Parks 2012-02-14 16:11:30 -06:00
parent 60fa5c3d4e
commit 4f18f9d6bd
19 changed files with 36 additions and 25 deletions

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@ -26,7 +26,7 @@
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData;
#define frag_data gl_FragData
#endif
uniform sampler2D diffuseMap;

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@ -26,7 +26,7 @@
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData;
#define frag_data gl_FragData
#endif
uniform sampler2D diffuseMap;

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@ -27,7 +27,7 @@
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData;
#define frag_data gl_FragData
#endif
/////////////////////////////////////////////////////////////////////////

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@ -26,7 +26,7 @@
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData;
#define frag_data gl_FragData
#endif
uniform float minimum_alpha;

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@ -26,7 +26,7 @@
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData;
#define frag_data gl_FragData
#endif
VARYING vec3 vary_normal;

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@ -27,7 +27,7 @@
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData;
#define frag_data gl_FragData
#endif
uniform float minimum_alpha;

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@ -26,7 +26,7 @@
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData;
#define frag_data gl_FragData
#endif
uniform sampler2D diffuseMap;

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@ -26,7 +26,7 @@
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData;
#define frag_data gl_FragData
#endif
VARYING vec3 vary_normal;

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@ -343,18 +343,23 @@ A. Or use FXAA_GREEN_AS_LUMA.
// 1 = API supports gather4 on alpha channel.
// 0 = API does not support gather4 on alpha channel.
//
#if (FXAA_GLSL_130 == 0)
#define FXAA_GATHER4_ALPHA 0
#endif
#if (FXAA_HLSL_5 == 1)
#define FXAA_GATHER4_ALPHA 1
#endif
#ifdef GL_ARB_gpu_shader5
#define FXAA_GATHER4_ALPHA 1
#endif
#ifdef GL_NV_gpu_shader5
#define FXAA_GATHER4_ALPHA 1
#endif
#ifndef FXAA_GATHER4_ALPHA
#define FXAA_GATHER4_ALPHA 0
#endif
#ifdef GL_ARB_gpu_shader5
#define FXAA_GATHER4_ALPHA 1
#endif
#ifdef GL_NV_gpu_shader5
#define FXAA_GATHER4_ALPHA 1
#endif
#ifndef FXAA_GATHER4_ALPHA
#define FXAA_GATHER4_ALPHA 0
#endif
#endif
#endif
/*============================================================================

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@ -28,7 +28,7 @@
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor;
#define frag_color gl_FragColor
#endif
uniform sampler2DRect depthMap;

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@ -26,7 +26,7 @@
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData;
#define frag_data gl_FragData
#endif
uniform float minimum_alpha;

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@ -28,7 +28,7 @@
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor;
#define frag_color gl_FragColor
#endif
uniform sampler2DRect depthMap;

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@ -26,7 +26,7 @@
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData;
#define frag_data gl_FragData
#endif
/////////////////////////////////////////////////////////////////////////

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@ -26,7 +26,7 @@
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData;
#define frag_data gl_FragData
#endif
VARYING vec4 vertex_color;

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@ -26,7 +26,7 @@
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData;
#define frag_data gl_FragData
#endif
uniform sampler2D detail_0;

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@ -26,7 +26,7 @@
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData;
#define frag_data gl_FragData
#endif
uniform sampler2D diffuseMap;

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@ -28,7 +28,7 @@
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData;
#define frag_data gl_FragData
#endif
vec3 scaleSoftClip(vec3 inColor);

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@ -26,7 +26,7 @@
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor;
#define frag_color gl_FragColor
#endif
uniform sampler2D texture0;

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@ -363,6 +363,12 @@ void LLViewerShaderMgr::setShaders()
//NEVER use more than 16 texture channels (work around for prevalent driver bug)
LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16);
if (gGLManager.mGLSLVersionMajor < 1 ||
(gGLManager.mGLSLVersionMajor == 1 && gGLManager.mGLSLVersionMinor <= 20))
{ //NEVER use indexed texture rendering when GLSL version is 1.20 or earlier
LLGLSLShader::sIndexedTextureChannels = 1;
}
reentrance = true;
if (LLRender::sGLCoreProfile)