diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp
index 0adc40d3c2..8132db0c36 100644
--- a/indra/llrender/llgl.cpp
+++ b/indra/llrender/llgl.cpp
@@ -989,10 +989,8 @@ void LLGLManager::initExtensions()
mHasSync = ExtensionExists("GL_ARB_sync", gGLHExts.mSysExts);
mHasMapBufferRange = ExtensionExists("GL_ARB_map_buffer_range", gGLHExts.mSysExts);
mHasFlushBufferRange = ExtensionExists("GL_APPLE_flush_buffer_range", gGLHExts.mSysExts);
- // Fix void and region water flickr by Drake Arconis (Alchemy viewer)
- mHasDepthClamp = ExtensionExists("GL_ARB_depth_clamp", gGLHExts.mSysExts) || ExtensionExists("GL_NV_depth_clamp", gGLHExts.mSysExts);
- //mHasDepthClamp = FALSE;
- //
+ //mHasDepthClamp = ExtensionExists("GL_ARB_depth_clamp", gGLHExts.mSysExts) || ExtensionExists("GL_NV_depth_clamp", gGLHExts.mSysExts);
+ mHasDepthClamp = FALSE;
// mask out FBO support when packed_depth_stencil isn't there 'cause we need it for LLRenderTarget -Brad
#ifdef GL_ARB_framebuffer_object
mHasFramebufferObject = ExtensionExists("GL_ARB_framebuffer_object", gGLHExts.mSysExts);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
index a99373d072..d4d2f5f571 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
@@ -33,9 +33,7 @@ uniform float minimum_alpha;
uniform sampler2D diffuseMap;
-#if !DEPTH_CLAMP // Fix void and region water flickr by Drake Arconis (Alchemy viewer)
VARYING vec4 post_pos;
-#endif // Fix void and region water flickr by Drake Arconis (Alchemy viewer)
VARYING vec2 vary_texcoord0;
void main()
@@ -49,7 +47,5 @@ void main()
frag_color = vec4(1,1,1,1);
-#if !DEPTH_CLAMP // Fix void and region water flickr by Drake Arconis (Alchemy viewer)
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif // Fix void and region water flickr by Drake Arconis (Alchemy viewer)
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
index ca9cb35316..e472a75304 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
@@ -29,9 +29,7 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
ATTRIBUTE vec2 texcoord0;
-#if !DEPTH_CLAMP // Fix void and region water flickr by Drake Arconis (Alchemy viewer)
VARYING vec4 post_pos;
-#endif // Fix void and region water flickr by Drake Arconis (Alchemy viewer)
VARYING vec2 vary_texcoord0;
void main()
@@ -39,15 +37,9 @@ void main()
//transform vertex
vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
-#if !DEPTH_CLAMP // Fix void and region water flickr by Drake Arconis (Alchemy viewer)
post_pos = pos;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-// Fix void and region water flickr by Drake Arconis (Alchemy viewer)
-#else
- gl_Position = pos;
-#endif
-// Fix void and region water flickr by Drake Arconis (Alchemy viewer)
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index bfd15c5102..789f5dc8ec 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1413,7 +1413,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredTreeShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- gDeferredTreeShadowProgram.addPermutation("DEPTH_CLAMP", /*gGLManager.mHasDepthClamp ? "1" :*/ "0"); // Fix void and region water flickr by Drake Arconis (Alchemy viewer)
success = gDeferredTreeShadowProgram.createShader(NULL, NULL);
}
@@ -1815,7 +1814,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- gDeferredShadowProgram.addPermutation("DEPTH_CLAMP", /*gGLManager.mHasDepthClamp ? "1" :*/ "0"); // Fix void and region water flickr by Drake Arconis (Alchemy viewer)
+ gDeferredShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
success = gDeferredShadowProgram.createShader(NULL, NULL);
}
@@ -1825,7 +1824,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredShadowCubeProgram.mShaderFiles.clear();
gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowCubeV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredShadowCubeProgram.addPermutation("DEPTH_CLAMP", /*gGLManager.mHasDepthClamp ? "1" :*/ "0"); // Fix void and region water flickr by Drake Arconis (Alchemy viewer)
+ gDeferredShadowCubeProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
gDeferredShadowCubeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredShadowCubeProgram.createShader(NULL, NULL);
}
@@ -1837,7 +1836,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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));
- gDeferredShadowAlphaMaskProgram.addPermutation("DEPTH_CLAMP", /*gGLManager.mHasDepthClamp ? "1" :*/ "0"); // Fix void and region water flickr by Drake Arconis (Alchemy viewer)
+ gDeferredShadowAlphaMaskProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
gDeferredShadowAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL);
}
@@ -1849,7 +1848,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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));
- gDeferredAvatarShadowProgram.addPermutation("DEPTH_CLAMP", /*gGLManager.mHasDepthClamp ? "1" :*/ "0"); // Fix void and region water flickr by Drake Arconis (Alchemy viewer)
+ gDeferredAvatarShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
gDeferredAvatarShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarShadowProgram.createShader(NULL, NULL);
}
@@ -1861,7 +1860,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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));
- gDeferredAttachmentShadowProgram.addPermutation("DEPTH_CLAMP", /*gGLManager.mHasDepthClamp ? "1" :*/ "0"); // Fix void and region water flickr by Drake Arconis (Alchemy viewer)
+ gDeferredAttachmentShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
gDeferredAttachmentShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAttachmentShadowProgram.createShader(NULL, NULL);
}
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index d1903f280f..86968669a5 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -10306,7 +10306,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
LLGLEnable cull(GL_CULL_FACE);
//enable depth clamping if available
- LLGLEnable depth_clamp(/*gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP :*/ 0); // Fix void and region water flickr by Drake Arconis (Alchemy viewer)
+ LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
if (use_shader)
{