Remove Nicky's AMD fix - will be replaced by the V3 version
parent
b997d36ace
commit
992ebe2c63
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@ -680,11 +680,6 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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}
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}
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// <FS:ND> add define for ATI/AMD so we can do some special ifdef magic in shaders.
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if( gGLManager.mIsATI )
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text[ count++ ] = strdup( "#define ND_IS_AMD_CARD 1\n" );
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// </FS:ND>
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if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER_ARB)
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{
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//use specified number of texture channels for indexed texture rendering
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@ -40,10 +40,4 @@ mat4 getSkinnedTransform()
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ret[3] = vec4(0,0,0,1);
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return ret;
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#ifdef ND_IS_AMD_CARD
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// 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.
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vec4 dummy1 = matrixPalette[0];
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vec4 dummy2 = matrixPalette[44];
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#endif
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}
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@ -63,14 +63,5 @@ mat4 getObjectSkinnedTransform()
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ret[3] = vec4(trans, 1.0);
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return ret;
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#ifdef ND_IS_AMD_CARD
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// 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.
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mat3 dummy1 = matrixPalette[0];
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vec3 dummy2 = translationPalette[0];
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mat3 dummy3 = matrixPalette[51];
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vec3 dummy4 = translationPalette[51];
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#endif
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}
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@ -132,11 +132,5 @@ void main()
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col.y *= col.y;
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frag_color = col;
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#ifdef ND_IS_AMD_CARD
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// 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.
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vec3 dummy1 = kern[0];
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vec3 dummy2 = kern[3];
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#endif
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}
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@ -161,12 +161,4 @@ void main()
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frag_color.rgb = out_col;
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frag_color.a = 0.0;
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#ifdef ND_IS_AMD_CARD
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// 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.
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vec4 dummy1 = light[0];
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vec4 dummy2 = light_col[0];
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vec4 dummy3 = light[LIGHT_COUNT-1];
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vec4 dummy4 = light_col[LIGHT_COUNT-1];
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#endif
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}
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@ -99,10 +99,4 @@ void main()
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col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z;
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frag_color.rgb = col;
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#ifdef ND_IS_AMD_CARD
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// 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.
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vec2 dummy1 = kern[0];
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vec2 dummy2 = kern[31];
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#endif
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}
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