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authorJonathan "Geenz" Goodman <geenz@lindenlab.com>2025-02-07 05:55:47 -0500
committerGitHub <noreply@github.com>2025-02-07 05:55:47 -0500
commit93a88e602545828c0298b20ff0375f191d1f6d9a (patch)
treecb098bfa5eeb4b0d784a9ed6aec3b5fe7f1a0245 /indra/llrender
parent317cd6e66e65256eda6441c06fa32e55eee99fa3 (diff)
Water Exclusion Surfaces (#3517)
* #3455 Add support for water exclusion surfaces
Diffstat (limited to 'indra/llrender')
-rw-r--r--indra/llrender/llshadermgr.cpp1
-rw-r--r--indra/llrender/llshadermgr.h3
2 files changed, 4 insertions, 0 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 37697f8a15..25d8ccd4b3 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -1392,6 +1392,7 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("screenTex");
mReservedUniforms.push_back("screenDepth");
mReservedUniforms.push_back("refTex");
+ mReservedUniforms.push_back("exclusionTex");
mReservedUniforms.push_back("eyeVec");
mReservedUniforms.push_back("time");
mReservedUniforms.push_back("waveDir1");
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index 34bd73a42e..46788841a5 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -36,6 +36,8 @@ public:
LLShaderMgr();
virtual ~LLShaderMgr();
+ // Note: although you can use statically hashed strings to just bind a random uniform, it's generally preferably that you use this.
+ // Always document what the actual shader uniform is next to the shader uniform in this struct.
// clang-format off
typedef enum
{ // Shader uniform name, set in LLShaderMgr::initAttribsAndUniforms()
@@ -234,6 +236,7 @@ public:
WATER_SCREENTEX, // "screenTex"
WATER_SCREENDEPTH, // "screenDepth"
WATER_REFTEX, // "refTex"
+ WATER_EXCLUSIONTEX, // "exclusionTex"
WATER_EYEVEC, // "eyeVec"
WATER_TIME, // "time"
WATER_WAVE_DIR1, // "waveDir1"