Move fname back inside class loop. grumble stringstream grumble.
Fix sky depth-testing with advanced atmospherics.meow-7.2.2
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8a162bc59c
commit
ef2c61275e
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@ -588,11 +588,10 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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S32 try_gpu_class = shader_level;
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S32 gpu_class;
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std::stringstream fname;
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//find the most relevant file
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for (gpu_class = try_gpu_class; gpu_class > 0; gpu_class--)
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{ //search from the current gpu class down to class 1 to find the most relevant shader
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{ //search from the current gpu class down to class 1 to find the most relevant shader
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std::stringstream fname;
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fname << getShaderDirPrefix();
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fname << gpu_class << "/" << filename;
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@ -37,7 +37,7 @@ VARYING vec2 vary_frag;
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void main()
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{
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// pass through untransformed fullscreen pos at back of frustum for proper sky depth testing
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gl_Position = vec4(position.xy, 0.99f, 1.0);
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gl_Position = vec4(position.xy, 1.0f, 1.0);
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vary_frag = texcoord0;
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}
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@ -324,8 +324,6 @@ void LLVOWLSky::drawFsSky(void)
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updateGeometry(mDrawable);
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}
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//LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_LEQUAL);
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LLGLDepthTest gls_depth(GL_FALSE, GL_FALSE, GL_ALWAYS);
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LLGLDisable disable_blend(GL_BLEND);
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mFsSkyVerts->setBuffer(LLDrawPoolWLSky::ADV_ATMO_SKY_VERTEX_DATA_MASK);
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