Tracking down ATI deferred bugs WIP
(transplanted from 76dacfb89b155fd1e6698d7affc81fb13ee4fb33)meow-7.2.2
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0203b08412
commit
ed718ed1bc
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@ -10,7 +10,7 @@ uniform sampler2D diffuseMap;
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void main()
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{
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gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a);
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//gl_FragColor = vec4(1,1,1,1);
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//gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a);
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gl_FragColor = vec4(1,1,1,1);
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}
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@ -254,7 +254,7 @@ S32 LLDrawPoolAvatar::getNumShadowPasses()
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void LLDrawPoolAvatar::beginShadowPass(S32 pass)
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{
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LLFastTimer t(FTM_SHADOW_AVATAR);
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sSkipTransparent = TRUE;
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sVertexProgram = &gDeferredAvatarShadowProgram;
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if (sShaderLevel > 0)
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{
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@ -276,7 +276,7 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass)
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void LLDrawPoolAvatar::endShadowPass(S32 pass)
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{
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LLFastTimer t(FTM_SHADOW_AVATAR);
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sSkipTransparent = FALSE;
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if (sShaderLevel > 0)
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{
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sRenderingSkinned = FALSE;
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