Fix issue with alphaNonIndexedNoColorF shader and static init fail on default spec color (real source of NORSPEC-94, I think)
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f4becc0e1b
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fafa21315f
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@ -51,7 +51,7 @@
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#define MATERIALS_CAP_ALPHA_MASK_CUTOFF_FIELD "AlphaMaskCutoff"
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#define MATERIALS_CAP_DIFFUSE_ALPHA_MODE_FIELD "DiffuseAlphaMode"
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const LLColor4U LLMaterial::DEFAULT_SPECULAR_LIGHT_COLOR = LLColor4U::white;
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const LLColor4U LLMaterial::DEFAULT_SPECULAR_LIGHT_COLOR(255,255,255,255);
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/**
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* Materials constants
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@ -103,8 +103,8 @@ LLMaterial::LLMaterial()
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, mSpecularRotation(.0f)
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, mSpecularLightColor(LLMaterial::DEFAULT_SPECULAR_LIGHT_COLOR)
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, mSpecularLightExponent(LLMaterial::DEFAULT_SPECULAR_LIGHT_EXPONENT)
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, mEnvironmentIntensity(0)
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, mDiffuseAlphaMode(0)
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, mEnvironmentIntensity(LLMaterial::DEFAULT_ENV_INTENSITY)
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, mDiffuseAlphaMode(LLMaterial::DIFFUSE_ALPHA_MODE_BLEND)
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, mAlphaMaskCutoff(0)
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{
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}
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@ -54,6 +54,7 @@ public:
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static const U8 DEFAULT_SPECULAR_LIGHT_EXPONENT = ((U8)(0.2f * 255));
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static const LLColor4U DEFAULT_SPECULAR_LIGHT_COLOR;
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static const U8 DEFAULT_ENV_INTENSITY = ((U8)(0.05f * 255));
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LLMaterial();
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LLMaterial(const LLSD& material_data);
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@ -53,6 +53,7 @@ VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_pointlight_col;
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VARYING vec2 vary_texcoord0;
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VARYING vec3 vary_norm;
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uniform vec2 shadow_res;
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@ -65,10 +66,10 @@ uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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float calcDirectionalLight(vec3 n, vec3 l)
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vec3 calcDirectionalLight(vec3 n, vec3 l)
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{
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float a = pow(max(dot(n,l),0.0), 0.7);
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return a;
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return vec3(a, a, a);
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}
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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