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path: root/indra/newview/llviewershadermgr.cpp
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Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r--indra/newview/llviewershadermgr.cpp30
1 files changed, 17 insertions, 13 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 0c912e8dbc..5bb165051c 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -582,6 +582,7 @@ void LLViewerShaderMgr::setShaders()
unloadShaders();
LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow");
+ LLPipeline::sRenderTransparentWater = gSavedSettings.getBOOL("RenderTransparentWater");
if (gViewerWindow)
{
@@ -1001,7 +1002,10 @@ bool LLViewerShaderMgr::loadShadersWater()
return loadShadersWater();
}
- LLWorld::getInstance()->updateWaterObjects();
+ if (LLWorld::instanceExists())
+ {
+ LLWorld::getInstance()->updateWaterObjects();
+ }
return true;
}
@@ -2653,10 +2657,10 @@ bool LLViewerShaderMgr::loadShadersDeferred()
gSMAAEdgeDetectProgram[i].addPermutations(defines);
gSMAAEdgeDetectProgram[i].mShaderFiles.clear();
- gSMAAEdgeDetectProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAAEdgeDetectF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSMAAEdgeDetectProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAAEdgeDetectV.glsl", GL_VERTEX_SHADER_ARB));
- gSMAAEdgeDetectProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAA.glsl", GL_FRAGMENT_SHADER_ARB));
- gSMAAEdgeDetectProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAA.glsl", GL_VERTEX_SHADER_ARB));
+ gSMAAEdgeDetectProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAAEdgeDetectF.glsl", GL_FRAGMENT_SHADER));
+ gSMAAEdgeDetectProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAAEdgeDetectV.glsl", GL_VERTEX_SHADER));
+ gSMAAEdgeDetectProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAA.glsl", GL_FRAGMENT_SHADER));
+ gSMAAEdgeDetectProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAA.glsl", GL_VERTEX_SHADER));
gSMAAEdgeDetectProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gSMAAEdgeDetectProgram[i].createShader();
// llassert(success);
@@ -2679,10 +2683,10 @@ bool LLViewerShaderMgr::loadShadersDeferred()
gSMAABlendWeightsProgram[i].addPermutations(defines);
gSMAABlendWeightsProgram[i].mShaderFiles.clear();
- gSMAABlendWeightsProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAABlendWeightsF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSMAABlendWeightsProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAABlendWeightsV.glsl", GL_VERTEX_SHADER_ARB));
- gSMAABlendWeightsProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAA.glsl", GL_FRAGMENT_SHADER_ARB));
- gSMAABlendWeightsProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAA.glsl", GL_VERTEX_SHADER_ARB));
+ gSMAABlendWeightsProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAABlendWeightsF.glsl", GL_FRAGMENT_SHADER));
+ gSMAABlendWeightsProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAABlendWeightsV.glsl", GL_VERTEX_SHADER));
+ gSMAABlendWeightsProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAA.glsl", GL_FRAGMENT_SHADER));
+ gSMAABlendWeightsProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAA.glsl", GL_VERTEX_SHADER));
gSMAABlendWeightsProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gSMAABlendWeightsProgram[i].createShader();
// llassert(success);
@@ -2705,10 +2709,10 @@ bool LLViewerShaderMgr::loadShadersDeferred()
gSMAANeighborhoodBlendProgram[i].addPermutations(defines);
gSMAANeighborhoodBlendProgram[i].mShaderFiles.clear();
- gSMAANeighborhoodBlendProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAANeighborhoodBlendF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSMAANeighborhoodBlendProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAANeighborhoodBlendV.glsl", GL_VERTEX_SHADER_ARB));
- gSMAANeighborhoodBlendProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAA.glsl", GL_FRAGMENT_SHADER_ARB));
- gSMAANeighborhoodBlendProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAA.glsl", GL_VERTEX_SHADER_ARB));
+ gSMAANeighborhoodBlendProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAANeighborhoodBlendF.glsl", GL_FRAGMENT_SHADER));
+ gSMAANeighborhoodBlendProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAANeighborhoodBlendV.glsl", GL_VERTEX_SHADER));
+ gSMAANeighborhoodBlendProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAA.glsl", GL_FRAGMENT_SHADER));
+ gSMAANeighborhoodBlendProgram[i].mShaderFiles.push_back(make_pair("deferred/SMAA.glsl", GL_VERTEX_SHADER));
gSMAANeighborhoodBlendProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gSMAANeighborhoodBlendProgram[i].createShader();
// llassert(success);