Remove Nicky's AMD fix - will be replaced by the V3 version

Ansariel 2015-01-15 13:16:21 +01:00
parent b997d36ace
commit 992ebe2c63
6 changed files with 0 additions and 40 deletions

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@ -680,11 +680,6 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
}
}
// <FS:ND> add define for ATI/AMD so we can do some special ifdef magic in shaders.
if( gGLManager.mIsATI )
text[ count++ ] = strdup( "#define ND_IS_AMD_CARD 1\n" );
// </FS:ND>
if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER_ARB)
{
//use specified number of texture channels for indexed texture rendering

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@ -40,10 +40,4 @@ mat4 getSkinnedTransform()
ret[3] = vec4(0,0,0,1);
return ret;
#ifdef ND_IS_AMD_CARD
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
vec4 dummy1 = matrixPalette[0];
vec4 dummy2 = matrixPalette[44];
#endif
}

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@ -63,14 +63,5 @@ mat4 getObjectSkinnedTransform()
ret[3] = vec4(trans, 1.0);
return ret;
#ifdef ND_IS_AMD_CARD
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
mat3 dummy1 = matrixPalette[0];
vec3 dummy2 = translationPalette[0];
mat3 dummy3 = matrixPalette[51];
vec3 dummy4 = translationPalette[51];
#endif
}

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@ -132,11 +132,5 @@ void main()
col.y *= col.y;
frag_color = col;
#ifdef ND_IS_AMD_CARD
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
vec3 dummy1 = kern[0];
vec3 dummy2 = kern[3];
#endif
}

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@ -161,12 +161,4 @@ void main()
frag_color.rgb = out_col;
frag_color.a = 0.0;
#ifdef ND_IS_AMD_CARD
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
vec4 dummy1 = light[0];
vec4 dummy2 = light_col[0];
vec4 dummy3 = light[LIGHT_COUNT-1];
vec4 dummy4 = light_col[LIGHT_COUNT-1];
#endif
}

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@ -99,10 +99,4 @@ void main()
col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z;
frag_color.rgb = col;
#ifdef ND_IS_AMD_CARD
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
vec2 dummy1 = kern[0];
vec2 dummy2 = kern[31];
#endif
}