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authorJonathan "Geenz" Goodman <geenz@geenzo.com>2026-08-14 19:08:11 -0400
committerJonathan "Geenz" Goodman <geenz@geenzo.com>2026-08-14 19:08:11 -0400
commit66ff4c75bc2d594a41dfe22d85139311567b8e97 (patch)
tree08eec3889838cebf272e10ee34153a91667d4781 /indra/llrender/llrender.cpp
parent0a32098d4a603bc2a25fc68bbeaa1e980f0c1fe1 (diff)
parent305bebbdb3b16b10b6011b5b3b5d63ee7c7334be (diff)
Merge branch 'project/lua_editor' into pepper/pchat-revamp
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>()));
}