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author | Debi King (Dessie) <dessie@lindenlab.com> | 2011-12-06 11:30:27 -0500 |
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committer | Debi King (Dessie) <dessie@lindenlab.com> | 2011-12-06 11:30:27 -0500 |
commit | 97a92deb18d09e030c0800107204d9776a3c6229 (patch) | |
tree | 16133351b0822937c5da1e7009e80e3157119d59 /indra/llrender/llglslshader.h | |
parent | ae2a1ea9f10dc9bf3cc5ef59f1428ea1e5fa6495 (diff) | |
parent | 95850eddfd26e85dcfa1dd6f71233b6e0bf08253 (diff) |
reconciled .hgtags
Diffstat (limited to 'indra/llrender/llglslshader.h')
-rw-r--r-- | indra/llrender/llglslshader.h | 10 |
1 files changed, 7 insertions, 3 deletions
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 558ea66b50..2a6c050eac 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -69,7 +69,7 @@ public: static GLhandleARB sCurBoundShader; static LLGLSLShader* sCurBoundShaderPtr; - + static S32 sIndexedTextureChannels; static bool sNoFixedFunction; void unload(); @@ -108,16 +108,17 @@ 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 +133,9 @@ 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 |