SL-19884 Fix for garbled rigged meshes in model import preview window.
parent
2981098645
commit
8d17467f7f
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@ -25,7 +25,6 @@
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uniform mat3 normal_matrix;
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uniform mat4 texture_matrix0;
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uniform mat4 modelview_matrix;
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uniform mat4 modelview_projection_matrix;
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in vec3 position;
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@ -54,14 +53,27 @@ float calcDirectionalLight(vec3 n, vec3 l)
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//====================================================================================================
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#ifdef HAS_SKIN
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mat4 getObjectSkinnedTransform();
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uniform mat4 modelview_matrix;
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uniform mat4 projection_matrix;
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#endif
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void main()
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{
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//transform vertex
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vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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vec3 norm;
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#ifdef HAS_SKIN
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mat4 mat = getObjectSkinnedTransform();
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mat = modelview_matrix * mat;
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vec4 pos = mat * vec4(position.xyz, 1.0);
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gl_Position = projection_matrix * pos;
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norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
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#else
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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norm = normalize(normal_matrix * normal);
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#endif
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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vec3 norm = normalize(normal_matrix * normal);
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vec4 col = vec4(0,0,0,1);
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@ -2751,6 +2751,16 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights)
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base_iter++;
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bool skinned = include_skin_weights && !mdl->mSkinWeights.empty();
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LLMatrix4a mat_normal;
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if (skinned)
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{
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glh::matrix4f m((F32*)mdl->mSkinInfo.mBindShapeMatrix.getF32ptr());
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m = m.inverse().transpose();
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mat_normal.loadu(m.m);
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}
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S32 num_faces = mdl->getNumVolumeFaces();
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for (S32 i = 0; i < num_faces; ++i)
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{
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@ -2765,7 +2775,7 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights)
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LLVertexBuffer* vb = NULL;
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bool skinned = include_skin_weights && !mdl->mSkinWeights.empty();
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U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0;
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@ -2803,6 +2813,15 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights)
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LLVector4a::memcpyNonAliased16((F32*)vertex_strider.get(), (F32*)vf.mPositions, num_vertices * 4 * sizeof(F32));
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if (skinned)
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{
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for (U32 i = 0; i < num_vertices; ++i)
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{
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LLVector4a* v = (LLVector4a*)vertex_strider.get();
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mdl->mSkinInfo.mBindShapeMatrix.affineTransform(*v, *v);
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vertex_strider++;
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}
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}
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if (vf.mTexCoords)
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{
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vb->getTexCoord0Strider(tc_strider);
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@ -2813,7 +2832,25 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights)
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if (vf.mNormals)
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{
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vb->getNormalStrider(normal_strider);
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LLVector4a::memcpyNonAliased16((F32*)normal_strider.get(), (F32*)vf.mNormals, num_vertices * 4 * sizeof(F32));
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if (skinned)
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{
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F32* normals = (F32*)normal_strider.get();
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LLVector4a* src = vf.mNormals;
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LLVector4a* end = src + num_vertices;
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while (src < end)
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{
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LLVector4a normal;
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mat_normal.rotate(*src++, normal);
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normal.store4a(normals);
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normals += 4;
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}
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}
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else
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{
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LLVector4a::memcpyNonAliased16((F32*)normal_strider.get(), (F32*)vf.mNormals, num_vertices * 4 * sizeof(F32));
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}
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}
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if (skinned)
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@ -3276,7 +3313,7 @@ BOOL LLModelPreview::render()
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refresh();
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}
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gObjectPreviewProgram.bind();
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gObjectPreviewProgram.bind(skin_weight);
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gGL.loadIdentity();
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gPipeline.enableLightsPreview();
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@ -3351,11 +3388,11 @@ BOOL LLModelPreview::render()
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}
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gGL.pushMatrix();
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LLMatrix4 mat = instance.mTransform;
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gGL.multMatrix((GLfloat*)mat.mMatrix);
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U32 num_models = mVertexBuffer[mPreviewLOD][model].size();
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for (U32 i = 0; i < num_models; ++i)
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{
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@ -3685,65 +3722,41 @@ BOOL LLModelPreview::render()
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{
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LLVertexBuffer* buffer = mVertexBuffer[mPreviewLOD][model][i];
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const LLVolumeFace& face = model->getVolumeFace(i);
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model->mSkinInfo.updateHash();
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LLRenderPass::uploadMatrixPalette(mPreviewAvatar, &model->mSkinInfo);
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LLStrider<LLVector3> position;
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buffer->getVertexStrider(position);
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LLStrider<LLVector4> weight;
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buffer->getWeight4Strider(weight);
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//quick 'n dirty software vertex skinning
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//build matrix palette
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LLMatrix4a mat[LL_MAX_JOINTS_PER_MESH_OBJECT];
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LLSkinningUtil::initSkinningMatrixPalette(mat, joint_count,
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skin, getPreviewAvatar());
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const LLMatrix4a& bind_shape_matrix = skin->mBindShapeMatrix;
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U32 max_joints = LLSkinningUtil::getMaxJointCount();
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for (U32 j = 0; j < buffer->getNumVerts(); ++j)
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{
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LLMatrix4a final_mat;
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F32 *wptr = weight[j].mV;
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LLSkinningUtil::getPerVertexSkinMatrix(wptr, mat, true, final_mat, max_joints);
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//VECTORIZE THIS
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LLVector4a& v = face.mPositions[j];
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LLVector4a t;
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LLVector4a dst;
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bind_shape_matrix.affineTransform(v, t);
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final_mat.affineTransform(t, dst);
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position[j][0] = dst[0];
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position[j][1] = dst[1];
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position[j][2] = dst[2];
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}
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llassert(model->mMaterialList.size() > i);
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const std::string& binding = instance.mModel->mMaterialList[i];
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const LLImportMaterial& material = instance.mMaterial[binding];
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buffer->unmapBuffer();
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buffer->setBuffer();
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gGL.diffuseColor4fv(material.mDiffuseColor.mV);
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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// Find the tex for this material, bind it, and add it to our set
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//
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LLViewerFetchedTexture* tex = bindMaterialDiffuseTexture(material);
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if (tex)
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if (textures)
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{
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mTextureSet.insert(tex);
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int materialCnt = instance.mModel->mMaterialList.size();
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if (i < materialCnt)
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{
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const std::string& binding = instance.mModel->mMaterialList[i];
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const LLImportMaterial& material = instance.mMaterial[binding];
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gGL.diffuseColor4fv(material.mDiffuseColor.mV);
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// Find the tex for this material, bind it, and add it to our set
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//
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LLViewerFetchedTexture* tex = bindMaterialDiffuseTexture(material);
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if (tex)
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{
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mTextureSet.insert(tex);
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}
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}
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}
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else
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{
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gGL.diffuseColor4fv(PREVIEW_BASE_COL.mV);
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}
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buffer->setBuffer();
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buffer->draw(LLRender::TRIANGLES, buffer->getNumIndices(), 0);
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if (edges)
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{
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.diffuseColor4fv(PREVIEW_EDGE_COL.mV);
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glLineWidth(PREVIEW_EDGE_WIDTH);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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@ -92,6 +92,7 @@ LLGLSLShader gCopyDepthProgram;
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//object shaders
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LLGLSLShader gObjectPreviewProgram;
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LLGLSLShader gSkinnedObjectPreviewProgram;
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LLGLSLShader gPhysicsPreviewProgram;
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LLGLSLShader gObjectFullbrightAlphaMaskProgram;
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LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram;
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@ -251,7 +252,6 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
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mShaderList.push_back(&gWaterProgram);
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mShaderList.push_back(&gWaterEdgeProgram);
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mShaderList.push_back(&gAvatarEyeballProgram);
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mShaderList.push_back(&gObjectPreviewProgram);
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mShaderList.push_back(&gImpostorProgram);
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mShaderList.push_back(&gObjectBumpProgram);
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mShaderList.push_back(&gSkinnedObjectBumpProgram);
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@ -2876,20 +2876,16 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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if (success)
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{
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gObjectPreviewProgram.mName = "Simple Shader";
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gObjectPreviewProgram.mFeatures.calculatesLighting = false;
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gObjectPreviewProgram.mFeatures.calculatesAtmospherics = false;
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gObjectPreviewProgram.mFeatures.hasGamma = false;
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gObjectPreviewProgram.mFeatures.hasAtmospherics = false;
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gObjectPreviewProgram.mFeatures.hasLighting = false;
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gObjectPreviewProgram.mFeatures.mIndexedTextureChannels = 0;
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gObjectPreviewProgram.mName = "Object Preview Shader";
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gObjectPreviewProgram.mFeatures.disableTextureIndex = true;
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gObjectPreviewProgram.mShaderFiles.clear();
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gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER));
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gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewF.glsl", GL_FRAGMENT_SHADER));
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gObjectPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
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success = make_rigged_variant(gObjectPreviewProgram, gSkinnedObjectPreviewProgram);
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success = gObjectPreviewProgram.createShader(NULL, NULL);
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gObjectPreviewProgram.mFeatures.hasLighting = true;
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gSkinnedObjectPreviewProgram.mFeatures.hasLighting = true;
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}
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if (success)
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