SL-19561: Fix missing shadows on PBR alpha mask animeshes.
TODO: Why did this work for the equivalent non-rigged prim?meow-7.2.2
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04b6b84798
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d048fa142c
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@ -1,66 +0,0 @@
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/**
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* @file shadowAlphaMaskSkinnedV.glsl
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*
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* $LicenseInfo:firstyear=2021&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2011, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform mat4 texture_matrix0;
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uniform mat4 modelview_matrix;
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uniform mat4 projection_matrix;
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uniform float shadow_target_width;
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ATTRIBUTE vec3 position;
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ATTRIBUTE vec4 diffuse_color;
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ATTRIBUTE vec2 texcoord0;
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VARYING vec4 post_pos;
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VARYING float target_pos_x;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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void passTextureIndex();
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mat4 getObjectSkinnedTransform();
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void main()
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{
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//transform vertex
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vec4 pre_pos = vec4(position.xyz, 1.0);
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mat4 mat = getObjectSkinnedTransform();
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mat = modelview_matrix * mat;
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vec4 pos = mat * pre_pos;
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pos = projection_matrix * pos;
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target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
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post_pos = pos;
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gl_Position = pos;
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passTextureIndex();
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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vertex_color = diffuse_color;
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}
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@ -24,7 +24,12 @@
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*/
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uniform mat4 texture_matrix0;
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#if defined(HAS_SKIN)
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uniform mat4 modelview_matrix;
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uniform mat4 projection_matrix;
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#else
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uniform mat4 modelview_projection_matrix;
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#endif
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uniform float shadow_target_width;
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ATTRIBUTE vec3 position;
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@ -38,11 +43,24 @@ VARYING vec2 vary_texcoord0;
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void passTextureIndex();
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#if defined(HAS_SKIN)
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mat4 getObjectSkinnedTransform();
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#endif
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void main()
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{
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//transform vertex
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#if defined(HAS_SKIN)
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vec4 pre_pos = vec4(position.xyz, 1.0);
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mat4 mat = getObjectSkinnedTransform();
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mat = modelview_matrix * mat;
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vec4 pos = mat * pre_pos;
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pos = projection_matrix * pos;
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#else
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vec4 pre_pos = vec4(position.xyz, 1.0);
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vec4 pos = modelview_projection_matrix * pre_pos;
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#endif
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target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
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post_pos = pos;
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@ -154,8 +154,9 @@ LLGLSLShader gDeferredShadowProgram;
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LLGLSLShader gDeferredSkinnedShadowProgram;
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LLGLSLShader gDeferredShadowCubeProgram;
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LLGLSLShader gDeferredShadowAlphaMaskProgram;
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LLGLSLShader gDeferredShadowGLTFAlphaMaskProgram;
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LLGLSLShader gDeferredSkinnedShadowAlphaMaskProgram;
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LLGLSLShader gDeferredShadowGLTFAlphaMaskProgram;
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LLGLSLShader gDeferredSkinnedShadowGLTFAlphaMaskProgram;
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LLGLSLShader gDeferredShadowFullbrightAlphaMaskProgram;
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LLGLSLShader gDeferredSkinnedShadowFullbrightAlphaMaskProgram;
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LLGLSLShader gDeferredAvatarShadowProgram;
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@ -970,8 +971,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredSkinnedShadowProgram.unload();
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gDeferredShadowCubeProgram.unload();
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gDeferredShadowAlphaMaskProgram.unload();
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gDeferredShadowGLTFAlphaMaskProgram.unload();
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gDeferredSkinnedShadowAlphaMaskProgram.unload();
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gDeferredShadowGLTFAlphaMaskProgram.unload();
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gDeferredSkinnedShadowGLTFAlphaMaskProgram.unload();
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gDeferredShadowFullbrightAlphaMaskProgram.unload();
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gDeferredSkinnedShadowFullbrightAlphaMaskProgram.unload();
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gDeferredAvatarShadowProgram.unload();
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@ -2307,28 +2309,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredShadowFullbrightAlphaMaskProgram.addPermutation("DEPTH_CLAMP", "1");
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gDeferredShadowFullbrightAlphaMaskProgram.addPermutation("IS_FULLBRIGHT", "1");
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gDeferredShadowFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
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gDeferredShadowFullbrightAlphaMaskProgram.mRiggedVariant = &gDeferredSkinnedShadowFullbrightAlphaMaskProgram;
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success = gDeferredShadowFullbrightAlphaMaskProgram.createShader(NULL, NULL);
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success = make_rigged_variant(gDeferredShadowFullbrightAlphaMaskProgram, gDeferredSkinnedShadowFullbrightAlphaMaskProgram);
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success = success && gDeferredShadowFullbrightAlphaMaskProgram.createShader(NULL, NULL);
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llassert(success);
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}
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if (success)
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{
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gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mName = "Deferred Skinned Shadow Fullbright Alpha Mask Shader";
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gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
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gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mFeatures.hasObjectSkinning = true;
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gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mShaderFiles.clear();
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gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskSkinnedV.glsl", GL_VERTEX_SHADER));
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gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER));
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gDeferredSkinnedShadowFullbrightAlphaMaskProgram.clearPermutations();
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gDeferredSkinnedShadowFullbrightAlphaMaskProgram.addPermutation("DEPTH_CLAMP", "1");
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gDeferredSkinnedShadowFullbrightAlphaMaskProgram.addPermutation("IS_FULLBRIGHT", "1");
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gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
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success = gDeferredSkinnedShadowFullbrightAlphaMaskProgram.createShader(NULL, NULL);
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llassert(success);
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}
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if (success)
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{
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gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader";
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@ -2338,15 +2323,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER));
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gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER));
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gDeferredShadowAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
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gDeferredShadowAlphaMaskProgram.mRiggedVariant = &gDeferredSkinnedShadowAlphaMaskProgram;
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success = gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL);
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success = make_rigged_variant(gDeferredShadowAlphaMaskProgram, gDeferredSkinnedShadowAlphaMaskProgram);
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success = success && gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL);
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llassert(success);
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}
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if (success)
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{
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gDeferredShadowGLTFAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader";
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gDeferredShadowGLTFAlphaMaskProgram.mName = "Deferred GLTF Shadow Alpha Mask Shader";
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gDeferredShadowGLTFAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
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gDeferredShadowGLTFAlphaMaskProgram.mShaderFiles.clear();
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gDeferredShadowGLTFAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER));
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@ -2354,21 +2339,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredShadowGLTFAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
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gDeferredShadowGLTFAlphaMaskProgram.clearPermutations();
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gDeferredShadowGLTFAlphaMaskProgram.addPermutation("GLTF", "1");
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gDeferredShadowGLTFAlphaMaskProgram.mRiggedVariant = &gDeferredSkinnedShadowAlphaMaskProgram;
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success = gDeferredShadowGLTFAlphaMaskProgram.createShader(NULL, NULL);
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llassert(success);
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}
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if (success)
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{
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gDeferredSkinnedShadowAlphaMaskProgram.mName = "Deferred Skinned Shadow Alpha Mask Shader";
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gDeferredSkinnedShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
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gDeferredSkinnedShadowAlphaMaskProgram.mFeatures.hasObjectSkinning = true;
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gDeferredSkinnedShadowAlphaMaskProgram.mShaderFiles.clear();
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gDeferredSkinnedShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskSkinnedV.glsl", GL_VERTEX_SHADER));
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gDeferredSkinnedShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER));
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gDeferredSkinnedShadowAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
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success = gDeferredSkinnedShadowAlphaMaskProgram.createShader(NULL, NULL);
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success = make_rigged_variant(gDeferredShadowGLTFAlphaMaskProgram, gDeferredSkinnedShadowGLTFAlphaMaskProgram);
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success = success && gDeferredShadowGLTFAlphaMaskProgram.createShader(NULL, NULL);
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llassert(success);
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}
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@ -8758,6 +8758,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
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U32 saved_occlusion = sUseOcclusion;
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sUseOcclusion = 0;
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// List of render pass types that use the prim volume as the shadow,
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// ignoring textures.
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static const U32 types[] = {
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LLRenderPass::PASS_SIMPLE,
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LLRenderPass::PASS_FULLBRIGHT,
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