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author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-05-16 01:08:13 +0300 |
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committer | GitHub <noreply@github.com> | 2024-05-16 01:08:13 +0300 |
commit | d41e167aa9a22b446cbcfe6fd4ebdd810c61ba73 (patch) | |
tree | 3ed50d019b3d78c748ed6b46ca69f2ca7943f41a /indra/llrender/llglslshader.h | |
parent | 29be88d60d654193926add496d2d851f7c217356 (diff) | |
parent | bdb8caf790207e1a6f46d495a586b38bb52e58e9 (diff) |
Merge pull request #1478 from secondlife/marchcat/x-mf-merge
Maint X -> Materials Featurette merge
Diffstat (limited to 'indra/llrender/llglslshader.h')
-rw-r--r-- | indra/llrender/llglslshader.h | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index ed0f27d143..d7741c51bb 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -234,7 +234,7 @@ public: void addConstant(const LLGLSLShader::eShaderConsts shader_const); //enable/disable texture channel for specified uniform - //if given texture uniform is active in the shader, + //if given texture uniform is active in the shader, //the corresponding channel will be active upon return //returns channel texture is enabled in from [0-MAX) S32 enableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR); @@ -256,7 +256,7 @@ public: void bind(); //helper to conditionally bind mRiggedVariant instead of this void bind(bool rigged); - + bool isComplete() const { return mProgramObject != 0; } LLUUID hash(); @@ -330,11 +330,11 @@ private: }; //UI shader (declared here so llui_libtest will link properly) -extern LLGLSLShader gUIProgram; +extern LLGLSLShader gUIProgram; //output vec4(color.rgb,color.a*tex0[tc0].a) -extern LLGLSLShader gSolidColorProgram; +extern LLGLSLShader gSolidColorProgram; //Alpha mask shader (declared here so llappearance can access properly) -extern LLGLSLShader gAlphaMaskProgram; +extern LLGLSLShader gAlphaMaskProgram; #ifdef LL_PROFILER_ENABLE_RENDER_DOC #define LL_SET_SHADER_LABEL(shader) shader.setLabel(#shader) |