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path: root/indra/llrender/llglslshader.cpp
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-rw-r--r--indra/llrender/llglslshader.cpp16
1 files changed, 16 insertions, 0 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 61648e527d..674d6dcf7e 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -76,6 +76,7 @@ hasAlphaMask(false)
LLGLSLShader::LLGLSLShader()
: mProgramObject(0), mActiveTextureChannels(0), mShaderLevel(0), mShaderGroup(SG_DEFAULT), mUniformsDirty(FALSE)
{
+
}
void LLGLSLShader::unload()
@@ -111,6 +112,13 @@ void LLGLSLShader::unload()
BOOL LLGLSLShader::createShader(vector<string> * attributes,
vector<string> * uniforms)
{
+ //reloading, reset matrix hash values
+ for (U32 i = 0; i < LLRender::NUM_MATRIX_MODES; ++i)
+ {
+ mMatHash[i] = 0xFFFFFFFF;
+ }
+ mLightHash = 0xFFFFFFFF;
+
llassert_always(!mShaderFiles.empty());
BOOL success = TRUE;
@@ -238,6 +246,13 @@ void LLGLSLShader::attachObjects(GLhandleARB* objects, S32 count)
BOOL LLGLSLShader::mapAttributes(const vector<string> * attributes)
{
+ //before linking, make sure reserved attributes always have consistent locations
+ for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++)
+ {
+ const char* name = LLShaderMgr::instance()->mReservedAttribs[i].c_str();
+ glBindAttribLocationARB(mProgramObject, i, (const GLcharARB *) name);
+ }
+
//link the program
BOOL res = link();
@@ -995,6 +1010,7 @@ void LLGLSLShader::vertexAttrib4fv(U32 index, GLfloat* v)
void LLGLSLShader::setAlphaRange(F32 minimum, F32 maximum)
{
+ gGL.flush();
uniform1f("minimum_alpha", minimum);
uniform1f("maximum_alpha", maximum);
}