Fix decl mismatch in alpha shader and mark deferred shaders needing new linkage so ALM works again.
parent
afa7c1861e
commit
d992cff950
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@ -104,7 +104,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
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vec3 srgb_to_linear(vec3 cs);
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vec3 linear_to_srgb(vec3 cl);
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vec3 encode_normal (vec2 enc);
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vec2 encode_normal (vec3 n);
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vec3 decode_normal (vec2 enc);
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vec3 calcDirectionalLight(vec3 n, vec3 l)
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@ -1226,7 +1226,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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if (success)
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{
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gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader";
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gDeferredDiffuseProgram.mFeatures.decodesNormal = true;
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gDeferredDiffuseProgram.mFeatures.encodesNormal = true;
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gDeferredDiffuseProgram.mShaderFiles.clear();
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gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
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@ -1238,6 +1238,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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if (success)
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{
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gDeferredDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Alpha Mask Shader";
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gDeferredDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true;
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gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear();
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gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
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@ -1249,7 +1250,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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if (success)
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{
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gDeferredNonIndexedDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader";
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gDeferredNonIndexedDiffuseAlphaMaskProgram.mFeatures.decodesNormal = true;
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gDeferredNonIndexedDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true;
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gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.clear();
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gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
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@ -1260,7 +1261,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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if (success)
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{
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gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader";
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gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mFeatures.decodesNormal = true;
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gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mFeatures.encodesNormal = true;
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gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear();
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gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseNoColorV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));
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@ -1447,6 +1448,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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{
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gDeferredTreeProgram.mName = "Deferred Tree Shader";
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gDeferredTreeProgram.mShaderFiles.clear();
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gDeferredTreeProgram.mFeatures.encodesNormal = true;
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gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDeferredTreeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
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@ -1468,6 +1470,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredImpostorProgram.mName = "Deferred Impostor Shader";
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gDeferredImpostorProgram.mFeatures.hasSrgb = true;
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gDeferredImpostorProgram.mFeatures.decodesNormal = true;
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gDeferredImpostorProgram.mFeatures.encodesNormal = true;
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gDeferredImpostorProgram.mShaderFiles.clear();
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gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorF.glsl", GL_FRAGMENT_SHADER_ARB));
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@ -1686,6 +1689,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredAvatarEyesProgram.mFeatures.hasTransport = true;
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gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true;
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gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true;
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gDeferredAvatarEyesProgram.mFeatures.encodesNormal = true;
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gDeferredAvatarEyesProgram.mShaderFiles.clear();
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gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/avatarEyesV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
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@ -1827,6 +1831,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredWaterProgram.mFeatures.calculatesAtmospherics = true;
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gDeferredWaterProgram.mFeatures.hasGamma = true;
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gDeferredWaterProgram.mFeatures.hasTransport = true;
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gDeferredWaterProgram.mFeatures.encodesNormal = true;
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gDeferredWaterProgram.mShaderFiles.clear();
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gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterF.glsl", GL_FRAGMENT_SHADER_ARB));
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@ -1842,6 +1847,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredUnderWaterProgram.mFeatures.hasGamma = true;
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gDeferredUnderWaterProgram.mFeatures.hasTransport = true;
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gDeferredUnderWaterProgram.mFeatures.hasSrgb = true;
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gDeferredUnderWaterProgram.mFeatures.encodesNormal = true;
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gDeferredUnderWaterProgram.mShaderFiles.clear();
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gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/underWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
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@ -1951,7 +1957,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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if (success)
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{
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gTerrainProgram.mName = "Deferred Terrain Shader";
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gDeferredTerrainProgram.mFeatures.decodesNormal = true;
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gDeferredTerrainProgram.mFeatures.encodesNormal = true;
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gDeferredTerrainProgram.mShaderFiles.clear();
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gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER_ARB));
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@ -1963,7 +1969,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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{
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gDeferredAvatarProgram.mName = "Avatar Shader";
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gDeferredAvatarProgram.mFeatures.hasSkinning = true;
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gDeferredAvatarProgram.mFeatures.decodesNormal = true;
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gDeferredAvatarProgram.mFeatures.encodesNormal = true;
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gDeferredAvatarProgram.mShaderFiles.clear();
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gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
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