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authorGraham Linden <graham@lindenlab.com>2019-01-30 12:34:20 -0800
committerGraham Linden <graham@lindenlab.com>2019-01-30 12:34:20 -0800
commit08440def112395487d57a9d6e719c7700d7134b5 (patch)
tree94167b6f71edb1aba9ab384fedace93ee4819584 /indra/llrender/llshadermgr.cpp
parentbd25688867d824a3c21ffce93d689bb30e4ba803 (diff)
WIP for 10374 (reduce number of shaders linking against deferredUtil).
Prepare for using ifdef to conditionally engage using gl_FragDepth in water shaders (because GL requires that writing to gl_FragDepth on any path means you need to write a depth value on every path).
Diffstat (limited to 'indra/llrender/llshadermgr.cpp')
-rw-r--r--indra/llrender/llshadermgr.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 2076947a00..6c8cdb094b 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -1351,6 +1351,7 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("sh_input_b");
mReservedUniforms.push_back("sun_up_factor");
+ mReservedUniforms.push_back("water_edge");
llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);