From bc57b8050c2cb7decd9ac1b3e9f640c5f25bd53c Mon Sep 17 00:00:00 2001
From: Dave Parks <davep@lindenlab.com>
Date: Mon, 3 Jun 2013 15:45:59 -0500
Subject: [PATCH] MATBUG-136 Fix for glow being too bright on rigged
 attachments.

---
 indra/newview/lldrawpoolavatar.cpp  | 2 ++
 indra/newview/llviewershadermgr.cpp | 2 --
 2 files changed, 2 insertions(+), 2 deletions(-)

diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index 7e8bdfba2ce..fa9e6f949fb 100755
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -876,6 +876,8 @@ void LLDrawPoolAvatar::beginRiggedGlow()
 	{
 		sDiffuseChannel = 0;
 		sVertexProgram->bind();
+
+		sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, LLPipeline::sRenderDeferred ? 2.2f : 1.1f);
 	}
 }
 
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 636214290da..9284fb15878 100755
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -2508,7 +2508,6 @@ BOOL LLViewerShaderMgr::loadShadersObject()
 			gSkinnedObjectEmissiveProgram.mFeatures.hasTransport = true;
 			gSkinnedObjectEmissiveProgram.mFeatures.isFullbright = true;
 			gSkinnedObjectEmissiveProgram.mFeatures.hasObjectSkinning = true;
-			gSkinnedObjectEmissiveProgram.mFeatures.hasAlphaMask = true;
 			gSkinnedObjectEmissiveProgram.mFeatures.disableTextureIndex = true;
 			gSkinnedObjectEmissiveProgram.mShaderFiles.clear();
 			gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
@@ -2525,7 +2524,6 @@ BOOL LLViewerShaderMgr::loadShadersObject()
 			gSkinnedObjectEmissiveWaterProgram.mFeatures.hasTransport = true;
 			gSkinnedObjectEmissiveWaterProgram.mFeatures.isFullbright = true;
 			gSkinnedObjectEmissiveWaterProgram.mFeatures.hasObjectSkinning = true;
-			gSkinnedObjectEmissiveWaterProgram.mFeatures.hasAlphaMask = true;
 			gSkinnedObjectEmissiveWaterProgram.mFeatures.disableTextureIndex = true;
 			gSkinnedObjectEmissiveWaterProgram.mFeatures.hasWaterFog = true;
 			gSkinnedObjectEmissiveWaterProgram.mShaderFiles.clear();
-- 
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