Separate out vertex program objects from fragment program objects and use it.
Given that mShaderObjects only ever expects one copy of a given shader object (leading to lots of "shaderV" and "shaderF"), it made having utility shaders a bit more difficult to incorporate. This change makes sure the two are separated. Using this over a multimap largely for readibility. Also, actually, you know, use this functionality. --HG-- branch : OPEN-340
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- indra/llrender/llglslshader.cpp 18 additions, 3 deletionsindra/llrender/llglslshader.cpp
- indra/llrender/llglslshader.h 2 additions, 1 deletionindra/llrender/llglslshader.h
- indra/llrender/llshadermgr.cpp 67 additions, 62 deletionsindra/llrender/llshadermgr.cpp
- indra/llrender/llshadermgr.h 2 additions, 1 deletionindra/llrender/llshadermgr.h
- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl 4 additions, 2 deletions...ew/app_settings/shaders/class1/deferred/softenLightF.glsl
- indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl 3 additions, 3 deletions..._settings/shaders/class1/windlight/atmosphericsFuncs.glsl
- indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl 1 addition, 1 deletion...ew/app_settings/shaders/class2/deferred/softenLightF.glsl
- indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl 10 additions, 118 deletions.../app_settings/shaders/class2/windlight/atmosphericsV.glsl
- indra/newview/llviewershadermgr.cpp 4 additions, 3 deletionsindra/newview/llviewershadermgr.cpp
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