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authorBrad Linden <46733234+brad-linden@users.noreply.github.com>2024-05-23 13:02:08 -0700
committerGitHub <noreply@github.com>2024-05-23 13:02:08 -0700
commit0cc832c38a34013a9eebf8d3caad2921bead265d (patch)
tree8d916206343d075fc85e90e83ec9dabe8b01376d /indra/llrender/llglslshader.h
parent03c4458bdcc6821a3047f93b729d412e274ab9af (diff)
parent9f6849e081deac1f62ab3010ee0984e17749c9e6 (diff)
Merge pull request #1528 from secondlife/brad/merge-maint-a-to-dev
merge maint-a (including maint-x) into gltf_development
Diffstat (limited to 'indra/llrender/llglslshader.h')
-rw-r--r--indra/llrender/llglslshader.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 82d27482b6..75e1bdfd54 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)