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| author | Jonathan "Geenz" Goodman <geenz@lindenlab.com> | 2025-02-07 05:55:47 -0500 | 
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-02-07 05:55:47 -0500 | 
| commit | 93a88e602545828c0298b20ff0375f191d1f6d9a (patch) | |
| tree | cb098bfa5eeb4b0d784a9ed6aec3b5fe7f1a0245 /indra/llrender | |
| parent | 317cd6e66e65256eda6441c06fa32e55eee99fa3 (diff) | |
Water Exclusion Surfaces (#3517)
* #3455 Add support for water exclusion surfaces
Diffstat (limited to 'indra/llrender')
| -rw-r--r-- | indra/llrender/llshadermgr.cpp | 1 | ||||
| -rw-r--r-- | indra/llrender/llshadermgr.h | 3 | 
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" | 
