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authorAndrey Lihatskiy <118752495+marchcat@users.noreply.github.com>2026-08-13 20:18:46 +0300
committerGitHub <noreply@github.com>2026-08-13 20:18:46 +0300
commit039c1b4b027a5f34449a934d9aea0cea8a2c7659 (patch)
treef27a36ca21ab04d7e3ddb0c65ea39ee063252611 /indra/llrender/llrender.cpp
parentc8730531ee1a030c4e71f2b7ddb7d3394c9af7b7 (diff)
parentf376c52ee2a22b3b58263d86566394e80626fc1a (diff)
Merge pull request #6133 from secondlife/marchcat/lua-linux-develop
geenz/linux-to-develop to lua_editor
Diffstat (limited to 'indra/llrender/llrender.cpp')
-rw-r--r--indra/llrender/llrender.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 8bbc9a8176..6a39a34c4e 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -968,7 +968,7 @@ void LLRender::syncMatrices()
shader->uniformMatrix3fv(LLShaderMgr::NORMAL_MATRIX, 1, GL_FALSE, norm_mat);
}
- if (shader->getUniformLocation(LLShaderMgr::INVERSE_MODELVIEW_MATRIX))
+ if (shader->getUniformLocation(LLShaderMgr::INVERSE_MODELVIEW_MATRIX) >= 0)
{
shader->uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_MATRIX, 1, GL_FALSE, glm::value_ptr(cached_inv_mdv));
}
@@ -1000,14 +1000,14 @@ void LLRender::syncMatrices()
// GZ: This was previously disabled seemingly due to a bug involving the deferred renderer's regular pushing and popping of mats.
// We're reenabling this and cleaning up the code around that - that would've been the appropriate course initially.
// Anything beyond the standard proj and inv proj mats are special cases. Please setup special uniforms accordingly in the future.
- if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX))
+ if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX) >= 0)
{
glm::mat4 inv_proj = glm::inverse(mat);
shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, false, glm::value_ptr(inv_proj));
}
// Used by some full screen effects - such as full screen lights, glow, etc.
- if (shader->getUniformLocation(LLShaderMgr::IDENTITY_MATRIX))
+ if (shader->getUniformLocation(LLShaderMgr::IDENTITY_MATRIX) >= 0)
{
shader->uniformMatrix4fv(LLShaderMgr::IDENTITY_MATRIX, 1, GL_FALSE, glm::value_ptr(glm::identity<glm::mat4>()));
}