Just pass in an empty preprocessor definition map from now on. The shader compiler won't add new #defines if it's empty.
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@ -660,11 +660,8 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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for (std::map<std::string,std::string>::iterator iter = defines.begin(); iter != defines.end(); ++iter)
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{
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if (iter->first != "NULL")
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{
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std::string define = "#define " + iter->first + " " + iter->second + "\n";
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text[count++] = (GLcharARB *) strdup(define.c_str());
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}
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std::string define = "#define " + iter->first + " " + iter->second + "\n";
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text[count++] = (GLcharARB *) strdup(define.c_str());
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}
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if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER_ARB)
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@ -828,7 +828,6 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
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shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) );
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std::map<std::string, std::string> attribs;
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attribs["NULL"] = "0";
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// We no longer have to bind the shaders to global glhandles, they are automatically added to a map now.
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for (U32 i = 0; i < shaders.size(); i++)
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