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authorNat Goodspeed <nat@lindenlab.com>2012-06-07 05:47:50 -0400
committerNat Goodspeed <nat@lindenlab.com>2012-06-07 05:47:50 -0400
commitce563795e1f5d7493b975393bea9ec5cab90fd6a (patch)
treeedc0b403ee80989bfa55b6d1cae3680093fb61fc /indra/llrender/llglslshader.h
parentd167ebe35f8cdec1ca88e0d817e2878f14a5aa68 (diff)
parent89ea7ccfc7fd4c33eab4ad9123141fa40231a00d (diff)
MAINT-1144: Merge llhttpclient_test.cpp fix back to tip
Diffstat (limited to 'indra/llrender/llglslshader.h')
-rw-r--r--indra/llrender/llglslshader.h12
1 files changed, 9 insertions, 3 deletions
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 558ea66b50..7873fe3c4e 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -33,9 +33,11 @@
class LLShaderFeatures
{
public:
+ bool atmosphericHelpers;
bool calculatesLighting;
bool calculatesAtmospherics;
bool hasLighting; // implies no transport (it's possible to have neither though)
+ bool isAlphaLighting; // indicates lighting shaders need not be linked in (lighting performed directly in alpha shader to match deferred lighting functions)
bool isShiny;
bool isFullbright; // implies no lighting
bool isSpecular;
@@ -69,7 +71,7 @@ public:
static GLhandleARB sCurBoundShader;
static LLGLSLShader* sCurBoundShaderPtr;
-
+ static S32 sIndexedTextureChannels;
static bool sNoFixedFunction;
void unload();
@@ -108,16 +110,17 @@ public:
void uniformMatrix3fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
void uniformMatrix4fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
- void setAlphaRange(F32 minimum, F32 maximum);
+ void setMinimumAlpha(F32 minimum);
void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void vertexAttrib4fv(U32 index, GLfloat* v);
GLint getUniformLocation(const std::string& uniform);
+ GLint getUniformLocation(U32 index);
+
GLint getAttribLocation(U32 attrib);
GLint mapUniformTextureChannel(GLint location, GLenum type);
-
//enable/disable texture channel for specified uniform
//if given texture uniform is active in the shader,
//the corresponding channel will be active upon return
@@ -132,6 +135,9 @@ public:
// Unbinds any previously bound shader by explicitly binding no shader.
static void bindNoShader(void);
+ U32 mMatHash[LLRender::NUM_MATRIX_MODES];
+ U32 mLightHash;
+
GLhandleARB mProgramObject;
std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel
std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location