Just pass in an empty preprocessor definition map from now on. The shader compiler won't add new #defines if it's empty.

meow-7.2.2
Jonathan Goodman 2012-08-29 03:41:26 -04:00
parent 99371f892e
commit c911efb953
2 changed files with 2 additions and 6 deletions

View File

@ -660,11 +660,8 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
for (std::map<std::string,std::string>::iterator iter = defines.begin(); iter != defines.end(); ++iter)
{
if (iter->first != "NULL")
{
std::string define = "#define " + iter->first + " " + iter->second + "\n";
text[count++] = (GLcharARB *) strdup(define.c_str());
}
std::string define = "#define " + iter->first + " " + iter->second + "\n";
text[count++] = (GLcharARB *) strdup(define.c_str());
}
if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER_ARB)

View File

@ -828,7 +828,6 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) );
std::map<std::string, std::string> attribs;
attribs["NULL"] = "0";
// We no longer have to bind the shaders to global glhandles, they are automatically added to a map now.
for (U32 i = 0; i < shaders.size(); i++)