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| author | Andrey Lihatskiy <118752495+marchcat@users.noreply.github.com> | 2026-08-13 20:18:46 +0300 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-08-13 20:18:46 +0300 |
| commit | 039c1b4b027a5f34449a934d9aea0cea8a2c7659 (patch) | |
| tree | f27a36ca21ab04d7e3ddb0c65ea39ee063252611 /indra/llrender/llrender.cpp | |
| parent | c8730531ee1a030c4e71f2b7ddb7d3394c9af7b7 (diff) | |
| parent | f376c52ee2a22b3b58263d86566394e80626fc1a (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.cpp | 6 |
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>())); } |
