diff --git a/indra/llrender/llpostprocess.cpp b/indra/llrender/llpostprocess.cpp
index c51f85ab713621bb6cabee4601147cc659a8c57b..4c36185b08abe7a23670407a444c7104ed65a05f 100644
--- a/indra/llrender/llpostprocess.cpp
+++ b/indra/llrender/llpostprocess.cpp
@@ -1,595 +1,595 @@
-/** 
- * @file llpostprocess.cpp
- * @brief LLPostProcess class implementation
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-#include "linden_common.h"
-
-#include "llpostprocess.h"
-#include "llglslshader.h"
-#include "llsdserialize.h"
-#include "llrender.h"
-
-static LLStaticHashedString sRenderTexture("RenderTexture");
-static LLStaticHashedString sBrightness("brightness");
-static LLStaticHashedString sContrast("contrast");
-static LLStaticHashedString sContrastBase("contrastBase");
-static LLStaticHashedString sSaturation("saturation");
-static LLStaticHashedString sLumWeights("lumWeights");
-static LLStaticHashedString sNoiseTexture("NoiseTexture");
-static LLStaticHashedString sBrightMult("brightMult");
-static LLStaticHashedString sNoiseStrength("noiseStrength");
-static LLStaticHashedString sExtractLow("extractLow");
-static LLStaticHashedString sExtractHigh("extractHigh");
-static LLStaticHashedString sBloomStrength("bloomStrength");
-static LLStaticHashedString sTexelSize("texelSize");
-static LLStaticHashedString sBlurDirection("blurDirection");
-static LLStaticHashedString sBlurWidth("blurWidth");
-
-LLPostProcess * gPostProcess = NULL;
-
-
-static const unsigned int NOISE_SIZE = 512;
-
-/// CALCULATING LUMINANCE (Using NTSC lum weights)
-/// http://en.wikipedia.org/wiki/Luma_%28video%29
-static const float LUMINANCE_R = 0.299f;
-static const float LUMINANCE_G = 0.587f;
-static const float LUMINANCE_B = 0.114f;
-
-static const char * const XML_FILENAME = "postprocesseffects.xml";
-
-LLPostProcess::LLPostProcess(void) : 
-					initialized(false),  
-					mAllEffects(LLSD::emptyMap()),
-					screenW(1), screenH(1)
-{
-	mSceneRenderTexture = NULL ; 
-	mNoiseTexture = NULL ;
-	mTempBloomTexture = NULL ;
-
-	noiseTextureScale = 1.0f;
-					
-	/*  Do nothing.  Needs to be updated to use our current shader system, and to work with the move into llrender.
-	std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME));
-	LL_DEBUGS2("AppInit", "Shaders") << "Loading PostProcess Effects settings from " << pathName << LL_ENDL;
-
-	llifstream effectsXML(pathName);
-
-	if (effectsXML)
-	{
-		LLPointer<LLSDParser> parser = new LLSDXMLParser();
-
-		parser->parse(effectsXML, mAllEffects, LLSDSerialize::SIZE_UNLIMITED);
-	}
-
-	if (!mAllEffects.has("default"))
-	{
-		LLSD & defaultEffect = (mAllEffects["default"] = LLSD::emptyMap());
-
-		defaultEffect["enable_night_vision"] = LLSD::Boolean(false);
-		defaultEffect["enable_bloom"] = LLSD::Boolean(false);
-		defaultEffect["enable_color_filter"] = LLSD::Boolean(false);
-
-		/// NVG Defaults
-		defaultEffect["brightness_multiplier"] = 3.0;
-		defaultEffect["noise_size"] = 25.0;
-		defaultEffect["noise_strength"] = 0.4;
-
-		// TODO BTest potentially add this to tweaks?
-		noiseTextureScale = 1.0f;
-		
-		/// Bloom Defaults
-		defaultEffect["extract_low"] = 0.95;
-		defaultEffect["extract_high"] = 1.0;
-		defaultEffect["bloom_width"] = 2.25;
-		defaultEffect["bloom_strength"] = 1.5;
-
-		/// Color Filter Defaults
-		defaultEffect["brightness"] = 1.0;
-		defaultEffect["contrast"] = 1.0;
-		defaultEffect["saturation"] = 1.0;
-
-		LLSD& contrastBase = (defaultEffect["contrast_base"] = LLSD::emptyArray());
-		contrastBase.append(1.0);
-		contrastBase.append(1.0);
-		contrastBase.append(1.0);
-		contrastBase.append(0.5);
-	}
-
-	setSelectedEffect("default");
-	*/
-}
-
-LLPostProcess::~LLPostProcess(void)
-{
-	invalidate() ;
-}
-
-// static
-void LLPostProcess::initClass(void)
-{
-	//this will cause system to crash at second time login
-	//if first time login fails due to network connection --- bao
-	//***llassert_always(gPostProcess == NULL);
-	//replaced by the following line:
-	if(gPostProcess)
-		return ;
-	
-	
-	gPostProcess = new LLPostProcess();
-}
-
-// static
-void LLPostProcess::cleanupClass()
-{
-	delete gPostProcess;
-	gPostProcess = NULL;
-}
-
-void LLPostProcess::setSelectedEffect(std::string const & effectName)
-{
-	mSelectedEffectName = effectName;
-	static_cast<LLSD &>(tweaks) = mAllEffects[effectName];
-}
-
-void LLPostProcess::saveEffect(std::string const & effectName)
-{
-	/*  Do nothing.  Needs to be updated to use our current shader system, and to work with the move into llrender.
-	mAllEffects[effectName] = tweaks;
-
-	std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME));
-	//llinfos << "Saving PostProcess Effects settings to " << pathName << llendl;
-
-	llofstream effectsXML(pathName);
-
-	LLPointer<LLSDFormatter> formatter = new LLSDXMLFormatter();
-
-	formatter->format(mAllEffects, effectsXML);
-	*/
-}
-void LLPostProcess::invalidate()
-{
-	mSceneRenderTexture = NULL ;
-	mNoiseTexture = NULL ;
-	mTempBloomTexture = NULL ;
-	initialized = FALSE ;
-}
-
-void LLPostProcess::apply(unsigned int width, unsigned int height)
-{
-	if (!initialized || width != screenW || height != screenH){
-		initialize(width, height);
-	}
-	if (shadersEnabled()){
-		doEffects();
-	}
-}
-
-void LLPostProcess::initialize(unsigned int width, unsigned int height)
-{
-	screenW = width;
-	screenH = height;
-	createTexture(mSceneRenderTexture, screenW, screenH);
-	initialized = true;
-
-	checkError();
-	createNightVisionShader();
-	createBloomShader();
-	createColorFilterShader();
-	checkError();
-}
-
-inline bool LLPostProcess::shadersEnabled(void)
-{
-	return (tweaks.useColorFilter().asBoolean() ||
-			tweaks.useNightVisionShader().asBoolean() ||
-			tweaks.useBloomShader().asBoolean() );
-
-}
-
-void LLPostProcess::applyShaders(void)
-{
-	if (tweaks.useColorFilter()){
-		applyColorFilterShader();
-		checkError();
-	}	
-	if (tweaks.useNightVisionShader()){
-		/// If any of the above shaders have been called update the frame buffer;
-		if (tweaks.useColorFilter())
-		{
-			U32 tex = mSceneRenderTexture->getTexName() ;
-			copyFrameBuffer(tex, screenW, screenH);
-		}
-		applyNightVisionShader();
-		checkError();
-	}
-	if (tweaks.useBloomShader()){
-		/// If any of the above shaders have been called update the frame buffer;
-		if (tweaks.useColorFilter().asBoolean() || tweaks.useNightVisionShader().asBoolean())
-		{
-			U32 tex = mSceneRenderTexture->getTexName() ;
-			copyFrameBuffer(tex, screenW, screenH);
-		}
-		applyBloomShader();
-		checkError();
-	}
-}
-
-void LLPostProcess::applyColorFilterShader(void)
-{	
-	/*  Do nothing.  Needs to be updated to use our current shader system, and to work with the move into llrender.
-	gPostColorFilterProgram.bind();
-
-	gGL.getTexUnit(0)->activate();
-	gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE);
-
-	gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, sceneRenderTexture);
-
-	getShaderUniforms(colorFilterUniforms, gPostColorFilterProgram.mProgramObject);
-	glUniform1iARB(colorFilterUniforms["RenderTexture"], 0);
-	glUniform1fARB(colorFilterUniforms["brightness"], tweaks.getBrightness());
-	glUniform1fARB(colorFilterUniforms["contrast"], tweaks.getContrast());
-	float baseI = (tweaks.getContrastBaseR() + tweaks.getContrastBaseG() + tweaks.getContrastBaseB()) / 3.0f;
-	baseI = tweaks.getContrastBaseIntensity() / ((baseI < 0.001f) ? 0.001f : baseI);
-	float baseR = tweaks.getContrastBaseR() * baseI;
-	float baseG = tweaks.getContrastBaseG() * baseI;
-	float baseB = tweaks.getContrastBaseB() * baseI;
-	glUniform3fARB(colorFilterUniforms["contrastBase"], baseR, baseG, baseB);
-	glUniform1fARB(colorFilterUniforms["saturation"], tweaks.getSaturation());
-	glUniform3fARB(colorFilterUniforms["lumWeights"], LUMINANCE_R, LUMINANCE_G, LUMINANCE_B);
-	
-	LLGLEnable blend(GL_BLEND);
-	gGL.setSceneBlendType(LLRender::BT_REPLACE);
-	LLGLDepthTest depth(GL_FALSE);
-		
-	/// Draw a screen space quad
-	drawOrthoQuad(screenW, screenH, QUAD_NORMAL);
-	gPostColorFilterProgram.unbind();
-	*/
-}
-
-void LLPostProcess::createColorFilterShader(void)
-{
-	/// Define uniform names
-	colorFilterUniforms[sRenderTexture] = 0;
-	colorFilterUniforms[sBrightness] = 0;
-	colorFilterUniforms[sContrast] = 0;
-	colorFilterUniforms[sContrastBase] = 0;
-	colorFilterUniforms[sSaturation] = 0;
-	colorFilterUniforms[sLumWeights] = 0;
-}
-
-void LLPostProcess::applyNightVisionShader(void)
-{	
-	/*  Do nothing.  Needs to be updated to use our current shader system, and to work with the move into llrender.
-	gPostNightVisionProgram.bind();
-
-	gGL.getTexUnit(0)->activate();
-	gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE);
-
-	getShaderUniforms(nightVisionUniforms, gPostNightVisionProgram.mProgramObject);
-	gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, sceneRenderTexture);
-	glUniform1iARB(nightVisionUniforms["RenderTexture"], 0);
-
-	gGL.getTexUnit(1)->activate();
-	gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);	
-
-	gGL.getTexUnit(1)->bindManual(LLTexUnit::TT_TEXTURE, noiseTexture);
-	glUniform1iARB(nightVisionUniforms["NoiseTexture"], 1);
-
-	
-	glUniform1fARB(nightVisionUniforms["brightMult"], tweaks.getBrightMult());
-	glUniform1fARB(nightVisionUniforms["noiseStrength"], tweaks.getNoiseStrength());
-	noiseTextureScale = 0.01f + ((101.f - tweaks.getNoiseSize()) / 100.f);
-	noiseTextureScale *= (screenH / NOISE_SIZE);
-
-
-	glUniform3fARB(nightVisionUniforms["lumWeights"], LUMINANCE_R, LUMINANCE_G, LUMINANCE_B);
-	
-	LLGLEnable blend(GL_BLEND);
-	gGL.setSceneBlendType(LLRender::BT_REPLACE);
-	LLGLDepthTest depth(GL_FALSE);
-		
-	/// Draw a screen space quad
-	drawOrthoQuad(screenW, screenH, QUAD_NOISE);
-	gPostNightVisionProgram.unbind();
-	gGL.getTexUnit(0)->activate();
-	*/
-}
-
-void LLPostProcess::createNightVisionShader(void)
-{
-	/// Define uniform names
-	nightVisionUniforms[sRenderTexture] = 0;
-	nightVisionUniforms[sNoiseTexture] = 0;
-	nightVisionUniforms[sBrightMult] = 0;	
-	nightVisionUniforms[sNoiseStrength] = 0;
-	nightVisionUniforms[sLumWeights] = 0;	
-
-	createNoiseTexture(mNoiseTexture);
-}
-
-void LLPostProcess::applyBloomShader(void)
-{
-
-}
-
-void LLPostProcess::createBloomShader(void)
-{
-	createTexture(mTempBloomTexture, unsigned(screenW * 0.5), unsigned(screenH * 0.5));
-
-	/// Create Bloom Extract Shader
-	bloomExtractUniforms[sRenderTexture] = 0;
-	bloomExtractUniforms[sExtractLow] = 0;
-	bloomExtractUniforms[sExtractHigh] = 0;	
-	bloomExtractUniforms[sLumWeights] = 0;	
-	
-	/// Create Bloom Blur Shader
-	bloomBlurUniforms[sRenderTexture] = 0;
-	bloomBlurUniforms[sBloomStrength] = 0;	
-	bloomBlurUniforms[sTexelSize] = 0;
-	bloomBlurUniforms[sBlurDirection] = 0;
-	bloomBlurUniforms[sBlurWidth] = 0;
-}
-
-void LLPostProcess::getShaderUniforms(glslUniforms & uniforms, GLhandleARB & prog)
-{
-	/// Find uniform locations and insert into map	
-	glslUniforms::iterator i;
-	for (i  = uniforms.begin(); i != uniforms.end(); ++i){
-		i->second = glGetUniformLocationARB(prog, i->first.String().c_str());
-	}
-}
-
-void LLPostProcess::doEffects(void)
-{
-	/// Save GL State
-	glPushAttrib(GL_ALL_ATTRIB_BITS);
-	glPushClientAttrib(GL_ALL_ATTRIB_BITS);
-
-	/// Copy the screen buffer to the render texture
-	{
-		U32 tex = mSceneRenderTexture->getTexName() ;
-		copyFrameBuffer(tex, screenW, screenH);
-	}
-
-	/// Clear the frame buffer.
-	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
-	glClear(GL_COLOR_BUFFER_BIT);
-	
-	/// Change to an orthogonal view
-	viewOrthogonal(screenW, screenH);
-	
-	checkError();
-	applyShaders();
-	
-	LLGLSLShader::bindNoShader();
-	checkError();
-
-	/// Change to a perspective view
-	viewPerspective();	
-
-	/// Reset GL State
-	glPopClientAttrib();
-	glPopAttrib();
-	checkError();
-}
-
-void LLPostProcess::copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height)
-{
-	gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, texture);
-	glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 0, 0, width, height, 0);
-}
-
-void LLPostProcess::drawOrthoQuad(unsigned int width, unsigned int height, QuadType type)
-{
-#if 0
-	float noiseX = 0.f;
-	float noiseY = 0.f;
-	float screenRatio = 1.0f;
-
-	if (type == QUAD_NOISE){
-		noiseX = ((float) rand() / (float) RAND_MAX);
-		noiseY = ((float) rand() / (float) RAND_MAX);
-		screenRatio = (float) width / (float) height;
-	}
-	
-
-	glBegin(GL_QUADS);
-		if (type != QUAD_BLOOM_EXTRACT){
-			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, (GLfloat) height);
-		} else {
-			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, (GLfloat) height * 2.0f);
-		}
-		if (type == QUAD_NOISE){
-			glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
-									noiseX,
-									noiseTextureScale + noiseY);
-		} else if (type == QUAD_BLOOM_COMBINE){
-			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.f, (GLfloat) height * 0.5f);
-		}
-		glVertex2f(0.f, (GLfloat) screenH - height);
-
-		if (type != QUAD_BLOOM_EXTRACT){
-			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, 0.f);
-		} else {
-			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, 0.f);
-		}
-		if (type == QUAD_NOISE){
-			glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
-									noiseX,
-									noiseY);
-		} else if (type == QUAD_BLOOM_COMBINE){
-			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.f, 0.f);
-		}
-		glVertex2f(0.f, (GLfloat) height + (screenH - height));
-
-		
-		if (type != QUAD_BLOOM_EXTRACT){
-			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width, 0.f);
-		} else {
-			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width * 2.0f, 0.f);
-		}
-		if (type == QUAD_NOISE){
-			glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
-									screenRatio * noiseTextureScale + noiseX,
-									noiseY);
-		} else if (type == QUAD_BLOOM_COMBINE){
-			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, (GLfloat) width * 0.5f, 0.f);
-		}
-		glVertex2f((GLfloat) width, (GLfloat) height + (screenH - height));
-
-		
-		if (type != QUAD_BLOOM_EXTRACT){
-			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width, (GLfloat) height);
-		} else {
-			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width * 2.0f, (GLfloat) height * 2.0f);
-		}
-		if (type == QUAD_NOISE){
-			glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
-									screenRatio * noiseTextureScale + noiseX,
-									noiseTextureScale + noiseY);
-		} else if (type == QUAD_BLOOM_COMBINE){
-			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, (GLfloat) width * 0.5f, (GLfloat) height * 0.5f);
-		}
-		glVertex2f((GLfloat) width, (GLfloat) screenH - height);
-	glEnd();
-#endif
-}
-
-void LLPostProcess::viewOrthogonal(unsigned int width, unsigned int height)
-{
-	gGL.matrixMode(LLRender::MM_PROJECTION);
-	gGL.pushMatrix();
-	gGL.loadIdentity();
-	gGL.ortho( 0.f, (GLdouble) width , (GLdouble) height , 0.f, -1.f, 1.f );
-	gGL.matrixMode(LLRender::MM_MODELVIEW);
-	gGL.pushMatrix();
-	gGL.loadIdentity();
-}
-
-void LLPostProcess::viewPerspective(void)
-{
-	gGL.matrixMode(LLRender::MM_PROJECTION);
-	gGL.popMatrix();
-	gGL.matrixMode(LLRender::MM_MODELVIEW);
-	gGL.popMatrix();
-}
-
-void LLPostProcess::changeOrthogonal(unsigned int width, unsigned int height)
-{
-	viewPerspective();
-	viewOrthogonal(width, height);
-}
-
-void LLPostProcess::createTexture(LLPointer<LLImageGL>& texture, unsigned int width, unsigned int height)
-{
-	std::vector<GLubyte> data(width * height * 4, 0) ;
-
-	texture = new LLImageGL(FALSE) ;	
-	if(texture->createGLTexture())
-	{
-		gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, texture->getTexName());
-		glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0,
-			GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
-		gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
-		gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
-	}
-}
-
-void LLPostProcess::createNoiseTexture(LLPointer<LLImageGL>& texture)
-{	
-	std::vector<GLubyte> buffer(NOISE_SIZE * NOISE_SIZE);
-	for (unsigned int i = 0; i < NOISE_SIZE; i++){
-		for (unsigned int k = 0; k < NOISE_SIZE; k++){
-			buffer[(i * NOISE_SIZE) + k] = (GLubyte)((double) rand() / ((double) RAND_MAX + 1.f) * 255.f);
-		}
-	}
-
-	texture = new LLImageGL(FALSE) ;
-	if(texture->createGLTexture())
-	{
-		gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, texture->getTexName());
-		LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_LUMINANCE, NOISE_SIZE, NOISE_SIZE, GL_LUMINANCE, GL_UNSIGNED_BYTE, &buffer[0]);
-		gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
-		gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
-	}
-}
-
-bool LLPostProcess::checkError(void)
-{
-	GLenum glErr;
-    bool    retCode = false;
-
-    glErr = glGetError();
-    while (glErr != GL_NO_ERROR)
-    {
-		// shaderErrorLog << (const char *) gluErrorString(glErr) << std::endl;
-		char const * err_str_raw = (const char *) gluErrorString(glErr);
-
-		if(err_str_raw == NULL)
-		{
-			std::ostringstream err_builder;
-			err_builder << "unknown error number " << glErr;
-			mShaderErrorString = err_builder.str();
-		}
-		else
-		{
-			mShaderErrorString = err_str_raw;
-		}
-
-        retCode = true;
-        glErr = glGetError();
-    }
-    return retCode;
-}
-
-void LLPostProcess::checkShaderError(GLhandleARB shader)
-{
-    GLint infologLength = 0;
-    GLint charsWritten  = 0;
-    GLchar *infoLog;
-
-    checkError();  // Check for OpenGL errors
-
-    glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &infologLength);
-
-    checkError();  // Check for OpenGL errors
-
-    if (infologLength > 0)
-    {
-        infoLog = (GLchar *)malloc(infologLength);
-        if (infoLog == NULL)
-        {
-            /// Could not allocate infolog buffer
-            return;
-        }
-        glGetInfoLogARB(shader, infologLength, &charsWritten, infoLog);
-		// shaderErrorLog << (char *) infoLog << std::endl;
-		mShaderErrorString = (char *) infoLog;
-        free(infoLog);
-    }
-    checkError();  // Check for OpenGL errors
-}
+/** 
+ * @file llpostprocess.cpp
+ * @brief LLPostProcess class implementation
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2010, Linden Research, Inc.
+ * 
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ * 
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Lesser General Public License for more details.
+ * 
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
+ * 
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
+ * $/LicenseInfo$
+ */
+
+#include "linden_common.h"
+
+#include "llpostprocess.h"
+#include "llglslshader.h"
+#include "llsdserialize.h"
+#include "llrender.h"
+
+static LLStaticHashedString sRenderTexture("RenderTexture");
+static LLStaticHashedString sBrightness("brightness");
+static LLStaticHashedString sContrast("contrast");
+static LLStaticHashedString sContrastBase("contrastBase");
+static LLStaticHashedString sSaturation("saturation");
+static LLStaticHashedString sLumWeights("lumWeights");
+static LLStaticHashedString sNoiseTexture("NoiseTexture");
+static LLStaticHashedString sBrightMult("brightMult");
+static LLStaticHashedString sNoiseStrength("noiseStrength");
+static LLStaticHashedString sExtractLow("extractLow");
+static LLStaticHashedString sExtractHigh("extractHigh");
+static LLStaticHashedString sBloomStrength("bloomStrength");
+static LLStaticHashedString sTexelSize("texelSize");
+static LLStaticHashedString sBlurDirection("blurDirection");
+static LLStaticHashedString sBlurWidth("blurWidth");
+
+LLPostProcess * gPostProcess = NULL;
+
+
+static const unsigned int NOISE_SIZE = 512;
+
+/// CALCULATING LUMINANCE (Using NTSC lum weights)
+/// http://en.wikipedia.org/wiki/Luma_%28video%29
+static const float LUMINANCE_R = 0.299f;
+static const float LUMINANCE_G = 0.587f;
+static const float LUMINANCE_B = 0.114f;
+
+static const char * const XML_FILENAME = "postprocesseffects.xml";
+
+LLPostProcess::LLPostProcess(void) : 
+					initialized(false),  
+					mAllEffects(LLSD::emptyMap()),
+					screenW(1), screenH(1)
+{
+	mSceneRenderTexture = NULL ; 
+	mNoiseTexture = NULL ;
+	mTempBloomTexture = NULL ;
+
+	noiseTextureScale = 1.0f;
+					
+	/*  Do nothing.  Needs to be updated to use our current shader system, and to work with the move into llrender.
+	std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME));
+	LL_DEBUGS2("AppInit", "Shaders") << "Loading PostProcess Effects settings from " << pathName << LL_ENDL;
+
+	llifstream effectsXML(pathName);
+
+	if (effectsXML)
+	{
+		LLPointer<LLSDParser> parser = new LLSDXMLParser();
+
+		parser->parse(effectsXML, mAllEffects, LLSDSerialize::SIZE_UNLIMITED);
+	}
+
+	if (!mAllEffects.has("default"))
+	{
+		LLSD & defaultEffect = (mAllEffects["default"] = LLSD::emptyMap());
+
+		defaultEffect["enable_night_vision"] = LLSD::Boolean(false);
+		defaultEffect["enable_bloom"] = LLSD::Boolean(false);
+		defaultEffect["enable_color_filter"] = LLSD::Boolean(false);
+
+		/// NVG Defaults
+		defaultEffect["brightness_multiplier"] = 3.0;
+		defaultEffect["noise_size"] = 25.0;
+		defaultEffect["noise_strength"] = 0.4;
+
+		// TODO BTest potentially add this to tweaks?
+		noiseTextureScale = 1.0f;
+		
+		/// Bloom Defaults
+		defaultEffect["extract_low"] = 0.95;
+		defaultEffect["extract_high"] = 1.0;
+		defaultEffect["bloom_width"] = 2.25;
+		defaultEffect["bloom_strength"] = 1.5;
+
+		/// Color Filter Defaults
+		defaultEffect["brightness"] = 1.0;
+		defaultEffect["contrast"] = 1.0;
+		defaultEffect["saturation"] = 1.0;
+
+		LLSD& contrastBase = (defaultEffect["contrast_base"] = LLSD::emptyArray());
+		contrastBase.append(1.0);
+		contrastBase.append(1.0);
+		contrastBase.append(1.0);
+		contrastBase.append(0.5);
+	}
+
+	setSelectedEffect("default");
+	*/
+}
+
+LLPostProcess::~LLPostProcess(void)
+{
+	invalidate() ;
+}
+
+// static
+void LLPostProcess::initClass(void)
+{
+	//this will cause system to crash at second time login
+	//if first time login fails due to network connection --- bao
+	//***llassert_always(gPostProcess == NULL);
+	//replaced by the following line:
+	if(gPostProcess)
+		return ;
+	
+	
+	gPostProcess = new LLPostProcess();
+}
+
+// static
+void LLPostProcess::cleanupClass()
+{
+	delete gPostProcess;
+	gPostProcess = NULL;
+}
+
+void LLPostProcess::setSelectedEffect(std::string const & effectName)
+{
+	mSelectedEffectName = effectName;
+	static_cast<LLSD &>(tweaks) = mAllEffects[effectName];
+}
+
+void LLPostProcess::saveEffect(std::string const & effectName)
+{
+	/*  Do nothing.  Needs to be updated to use our current shader system, and to work with the move into llrender.
+	mAllEffects[effectName] = tweaks;
+
+	std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", XML_FILENAME));
+	//llinfos << "Saving PostProcess Effects settings to " << pathName << llendl;
+
+	llofstream effectsXML(pathName);
+
+	LLPointer<LLSDFormatter> formatter = new LLSDXMLFormatter();
+
+	formatter->format(mAllEffects, effectsXML);
+	*/
+}
+void LLPostProcess::invalidate()
+{
+	mSceneRenderTexture = NULL ;
+	mNoiseTexture = NULL ;
+	mTempBloomTexture = NULL ;
+	initialized = FALSE ;
+}
+
+void LLPostProcess::apply(unsigned int width, unsigned int height)
+{
+	if (!initialized || width != screenW || height != screenH){
+		initialize(width, height);
+	}
+	if (shadersEnabled()){
+		doEffects();
+	}
+}
+
+void LLPostProcess::initialize(unsigned int width, unsigned int height)
+{
+	screenW = width;
+	screenH = height;
+	createTexture(mSceneRenderTexture, screenW, screenH);
+	initialized = true;
+
+	checkError();
+	createNightVisionShader();
+	createBloomShader();
+	createColorFilterShader();
+	checkError();
+}
+
+inline bool LLPostProcess::shadersEnabled(void)
+{
+	return (tweaks.useColorFilter().asBoolean() ||
+			tweaks.useNightVisionShader().asBoolean() ||
+			tweaks.useBloomShader().asBoolean() );
+
+}
+
+void LLPostProcess::applyShaders(void)
+{
+	if (tweaks.useColorFilter()){
+		applyColorFilterShader();
+		checkError();
+	}	
+	if (tweaks.useNightVisionShader()){
+		/// If any of the above shaders have been called update the frame buffer;
+		if (tweaks.useColorFilter())
+		{
+			U32 tex = mSceneRenderTexture->getTexName() ;
+			copyFrameBuffer(tex, screenW, screenH);
+		}
+		applyNightVisionShader();
+		checkError();
+	}
+	if (tweaks.useBloomShader()){
+		/// If any of the above shaders have been called update the frame buffer;
+		if (tweaks.useColorFilter().asBoolean() || tweaks.useNightVisionShader().asBoolean())
+		{
+			U32 tex = mSceneRenderTexture->getTexName() ;
+			copyFrameBuffer(tex, screenW, screenH);
+		}
+		applyBloomShader();
+		checkError();
+	}
+}
+
+void LLPostProcess::applyColorFilterShader(void)
+{	
+	/*  Do nothing.  Needs to be updated to use our current shader system, and to work with the move into llrender.
+	gPostColorFilterProgram.bind();
+
+	gGL.getTexUnit(0)->activate();
+	gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE);
+
+	gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, sceneRenderTexture);
+
+	getShaderUniforms(colorFilterUniforms, gPostColorFilterProgram.mProgramObject);
+	glUniform1iARB(colorFilterUniforms["RenderTexture"], 0);
+	glUniform1fARB(colorFilterUniforms["brightness"], tweaks.getBrightness());
+	glUniform1fARB(colorFilterUniforms["contrast"], tweaks.getContrast());
+	float baseI = (tweaks.getContrastBaseR() + tweaks.getContrastBaseG() + tweaks.getContrastBaseB()) / 3.0f;
+	baseI = tweaks.getContrastBaseIntensity() / ((baseI < 0.001f) ? 0.001f : baseI);
+	float baseR = tweaks.getContrastBaseR() * baseI;
+	float baseG = tweaks.getContrastBaseG() * baseI;
+	float baseB = tweaks.getContrastBaseB() * baseI;
+	glUniform3fARB(colorFilterUniforms["contrastBase"], baseR, baseG, baseB);
+	glUniform1fARB(colorFilterUniforms["saturation"], tweaks.getSaturation());
+	glUniform3fARB(colorFilterUniforms["lumWeights"], LUMINANCE_R, LUMINANCE_G, LUMINANCE_B);
+	
+	LLGLEnable blend(GL_BLEND);
+	gGL.setSceneBlendType(LLRender::BT_REPLACE);
+	LLGLDepthTest depth(GL_FALSE);
+		
+	/// Draw a screen space quad
+	drawOrthoQuad(screenW, screenH, QUAD_NORMAL);
+	gPostColorFilterProgram.unbind();
+	*/
+}
+
+void LLPostProcess::createColorFilterShader(void)
+{
+	/// Define uniform names
+	colorFilterUniforms[sRenderTexture] = 0;
+	colorFilterUniforms[sBrightness] = 0;
+	colorFilterUniforms[sContrast] = 0;
+	colorFilterUniforms[sContrastBase] = 0;
+	colorFilterUniforms[sSaturation] = 0;
+	colorFilterUniforms[sLumWeights] = 0;
+}
+
+void LLPostProcess::applyNightVisionShader(void)
+{	
+	/*  Do nothing.  Needs to be updated to use our current shader system, and to work with the move into llrender.
+	gPostNightVisionProgram.bind();
+
+	gGL.getTexUnit(0)->activate();
+	gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE);
+
+	getShaderUniforms(nightVisionUniforms, gPostNightVisionProgram.mProgramObject);
+	gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, sceneRenderTexture);
+	glUniform1iARB(nightVisionUniforms["RenderTexture"], 0);
+
+	gGL.getTexUnit(1)->activate();
+	gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);	
+
+	gGL.getTexUnit(1)->bindManual(LLTexUnit::TT_TEXTURE, noiseTexture);
+	glUniform1iARB(nightVisionUniforms["NoiseTexture"], 1);
+
+	
+	glUniform1fARB(nightVisionUniforms["brightMult"], tweaks.getBrightMult());
+	glUniform1fARB(nightVisionUniforms["noiseStrength"], tweaks.getNoiseStrength());
+	noiseTextureScale = 0.01f + ((101.f - tweaks.getNoiseSize()) / 100.f);
+	noiseTextureScale *= (screenH / NOISE_SIZE);
+
+
+	glUniform3fARB(nightVisionUniforms["lumWeights"], LUMINANCE_R, LUMINANCE_G, LUMINANCE_B);
+	
+	LLGLEnable blend(GL_BLEND);
+	gGL.setSceneBlendType(LLRender::BT_REPLACE);
+	LLGLDepthTest depth(GL_FALSE);
+		
+	/// Draw a screen space quad
+	drawOrthoQuad(screenW, screenH, QUAD_NOISE);
+	gPostNightVisionProgram.unbind();
+	gGL.getTexUnit(0)->activate();
+	*/
+}
+
+void LLPostProcess::createNightVisionShader(void)
+{
+	/// Define uniform names
+	nightVisionUniforms[sRenderTexture] = 0;
+	nightVisionUniforms[sNoiseTexture] = 0;
+	nightVisionUniforms[sBrightMult] = 0;	
+	nightVisionUniforms[sNoiseStrength] = 0;
+	nightVisionUniforms[sLumWeights] = 0;	
+
+	createNoiseTexture(mNoiseTexture);
+}
+
+void LLPostProcess::applyBloomShader(void)
+{
+
+}
+
+void LLPostProcess::createBloomShader(void)
+{
+	createTexture(mTempBloomTexture, unsigned(screenW * 0.5), unsigned(screenH * 0.5));
+
+	/// Create Bloom Extract Shader
+	bloomExtractUniforms[sRenderTexture] = 0;
+	bloomExtractUniforms[sExtractLow] = 0;
+	bloomExtractUniforms[sExtractHigh] = 0;	
+	bloomExtractUniforms[sLumWeights] = 0;	
+	
+	/// Create Bloom Blur Shader
+	bloomBlurUniforms[sRenderTexture] = 0;
+	bloomBlurUniforms[sBloomStrength] = 0;	
+	bloomBlurUniforms[sTexelSize] = 0;
+	bloomBlurUniforms[sBlurDirection] = 0;
+	bloomBlurUniforms[sBlurWidth] = 0;
+}
+
+void LLPostProcess::getShaderUniforms(glslUniforms & uniforms, GLhandleARB & prog)
+{
+	/// Find uniform locations and insert into map	
+	glslUniforms::iterator i;
+	for (i  = uniforms.begin(); i != uniforms.end(); ++i){
+		i->second = glGetUniformLocationARB(prog, i->first.String().c_str());
+	}
+}
+
+void LLPostProcess::doEffects(void)
+{
+	/// Save GL State
+	glPushAttrib(GL_ALL_ATTRIB_BITS);
+	glPushClientAttrib(GL_ALL_ATTRIB_BITS);
+
+	/// Copy the screen buffer to the render texture
+	{
+		U32 tex = mSceneRenderTexture->getTexName() ;
+		copyFrameBuffer(tex, screenW, screenH);
+	}
+
+	/// Clear the frame buffer.
+	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+	glClear(GL_COLOR_BUFFER_BIT);
+	
+	/// Change to an orthogonal view
+	viewOrthogonal(screenW, screenH);
+	
+	checkError();
+	applyShaders();
+	
+	LLGLSLShader::bindNoShader();
+	checkError();
+
+	/// Change to a perspective view
+	viewPerspective();	
+
+	/// Reset GL State
+	glPopClientAttrib();
+	glPopAttrib();
+	checkError();
+}
+
+void LLPostProcess::copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height)
+{
+	gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, texture);
+	glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 0, 0, width, height, 0);
+}
+
+void LLPostProcess::drawOrthoQuad(unsigned int width, unsigned int height, QuadType type)
+{
+#if 0
+	float noiseX = 0.f;
+	float noiseY = 0.f;
+	float screenRatio = 1.0f;
+
+	if (type == QUAD_NOISE){
+		noiseX = ((float) rand() / (float) RAND_MAX);
+		noiseY = ((float) rand() / (float) RAND_MAX);
+		screenRatio = (float) width / (float) height;
+	}
+	
+
+	glBegin(GL_QUADS);
+		if (type != QUAD_BLOOM_EXTRACT){
+			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, (GLfloat) height);
+		} else {
+			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, (GLfloat) height * 2.0f);
+		}
+		if (type == QUAD_NOISE){
+			glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
+									noiseX,
+									noiseTextureScale + noiseY);
+		} else if (type == QUAD_BLOOM_COMBINE){
+			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.f, (GLfloat) height * 0.5f);
+		}
+		glVertex2f(0.f, (GLfloat) screenH - height);
+
+		if (type != QUAD_BLOOM_EXTRACT){
+			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, 0.f);
+		} else {
+			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, 0.f);
+		}
+		if (type == QUAD_NOISE){
+			glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
+									noiseX,
+									noiseY);
+		} else if (type == QUAD_BLOOM_COMBINE){
+			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.f, 0.f);
+		}
+		glVertex2f(0.f, (GLfloat) height + (screenH - height));
+
+		
+		if (type != QUAD_BLOOM_EXTRACT){
+			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width, 0.f);
+		} else {
+			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width * 2.0f, 0.f);
+		}
+		if (type == QUAD_NOISE){
+			glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
+									screenRatio * noiseTextureScale + noiseX,
+									noiseY);
+		} else if (type == QUAD_BLOOM_COMBINE){
+			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, (GLfloat) width * 0.5f, 0.f);
+		}
+		glVertex2f((GLfloat) width, (GLfloat) height + (screenH - height));
+
+		
+		if (type != QUAD_BLOOM_EXTRACT){
+			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width, (GLfloat) height);
+		} else {
+			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width * 2.0f, (GLfloat) height * 2.0f);
+		}
+		if (type == QUAD_NOISE){
+			glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
+									screenRatio * noiseTextureScale + noiseX,
+									noiseTextureScale + noiseY);
+		} else if (type == QUAD_BLOOM_COMBINE){
+			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, (GLfloat) width * 0.5f, (GLfloat) height * 0.5f);
+		}
+		glVertex2f((GLfloat) width, (GLfloat) screenH - height);
+	glEnd();
+#endif
+}
+
+void LLPostProcess::viewOrthogonal(unsigned int width, unsigned int height)
+{
+	gGL.matrixMode(LLRender::MM_PROJECTION);
+	gGL.pushMatrix();
+	gGL.loadIdentity();
+	gGL.ortho( 0.f, (GLdouble) width , (GLdouble) height , 0.f, -1.f, 1.f );
+	gGL.matrixMode(LLRender::MM_MODELVIEW);
+	gGL.pushMatrix();
+	gGL.loadIdentity();
+}
+
+void LLPostProcess::viewPerspective(void)
+{
+	gGL.matrixMode(LLRender::MM_PROJECTION);
+	gGL.popMatrix();
+	gGL.matrixMode(LLRender::MM_MODELVIEW);
+	gGL.popMatrix();
+}
+
+void LLPostProcess::changeOrthogonal(unsigned int width, unsigned int height)
+{
+	viewPerspective();
+	viewOrthogonal(width, height);
+}
+
+void LLPostProcess::createTexture(LLPointer<LLImageGL>& texture, unsigned int width, unsigned int height)
+{
+	std::vector<GLubyte> data(width * height * 4, 0) ;
+
+	texture = new LLImageGL(FALSE) ;	
+	if(texture->createGLTexture())
+	{
+		gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, texture->getTexName());
+		glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0,
+			GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
+		gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+		gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+	}
+}
+
+void LLPostProcess::createNoiseTexture(LLPointer<LLImageGL>& texture)
+{	
+	std::vector<GLubyte> buffer(NOISE_SIZE * NOISE_SIZE);
+	for (unsigned int i = 0; i < NOISE_SIZE; i++){
+		for (unsigned int k = 0; k < NOISE_SIZE; k++){
+			buffer[(i * NOISE_SIZE) + k] = (GLubyte)((double) rand() / ((double) RAND_MAX + 1.f) * 255.f);
+		}
+	}
+
+	texture = new LLImageGL(FALSE) ;
+	if(texture->createGLTexture())
+	{
+		gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, texture->getTexName());
+		LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_LUMINANCE, NOISE_SIZE, NOISE_SIZE, GL_LUMINANCE, GL_UNSIGNED_BYTE, &buffer[0]);
+		gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+		gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
+	}
+}
+
+bool LLPostProcess::checkError(void)
+{
+	GLenum glErr;
+    bool    retCode = false;
+
+    glErr = glGetError();
+    while (glErr != GL_NO_ERROR)
+    {
+		// shaderErrorLog << (const char *) gluErrorString(glErr) << std::endl;
+		char const * err_str_raw = (const char *) gluErrorString(glErr);
+
+		if(err_str_raw == NULL)
+		{
+			std::ostringstream err_builder;
+			err_builder << "unknown error number " << glErr;
+			mShaderErrorString = err_builder.str();
+		}
+		else
+		{
+			mShaderErrorString = err_str_raw;
+		}
+
+        retCode = true;
+        glErr = glGetError();
+    }
+    return retCode;
+}
+
+void LLPostProcess::checkShaderError(GLhandleARB shader)
+{
+    GLint infologLength = 0;
+    GLint charsWritten  = 0;
+    GLchar *infoLog;
+
+    checkError();  // Check for OpenGL errors
+
+    glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &infologLength);
+
+    checkError();  // Check for OpenGL errors
+
+    if (infologLength > 0)
+    {
+        infoLog = (GLchar *)malloc(infologLength);
+        if (infoLog == NULL)
+        {
+            /// Could not allocate infolog buffer
+            return;
+        }
+        glGetInfoLogARB(shader, infologLength, &charsWritten, infoLog);
+		// shaderErrorLog << (char *) infoLog << std::endl;
+		mShaderErrorString = (char *) infoLog;
+        free(infoLog);
+    }
+    checkError();  // Check for OpenGL errors
+}