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authorAndrey Kleshchev <andreykproductengine@lindenlab.com>2024-06-11 08:37:03 +0300
committerAndrey Kleshchev <andreykproductengine@lindenlab.com>2024-06-11 08:37:43 +0300
commit534605eb228c8b9ab9df0137394f3f55b7f7b022 (patch)
treecaed3347d6780d73ac2b66296552fedc0a9f7938 /indra/llrender/llglslshader.h
parentd1cf13f31e75807500aff0cf49812a76aff2bd74 (diff)
parenta73773bc1abdac6bc3beea36fd4ba58eba686e13 (diff)
Merge branch 'main' (featurette) into inventory_favorites
Diffstat (limited to 'indra/llrender/llglslshader.h')
-rw-r--r--indra/llrender/llglslshader.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index df568bfea5..d7741c51bb 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -49,13 +49,14 @@ public:
bool hasShadows = false;
bool hasAmbientOcclusion = false;
bool hasSrgb = false;
- bool encodesNormal = false; // include: shaders\class1\environment\encodeNormF.glsl
bool isDeferred = false;
bool hasScreenSpaceReflections = false;
bool disableTextureIndex = false;
bool hasAlphaMask = false;
bool hasReflectionProbes = false;
bool attachNothing = false;
+ bool hasHeroProbes = false;
+ bool isPBRTerrain = false;
};
// ============= Structure for caching shader uniforms ===============