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-rw-r--r--indra/llrender/llshadermgr.h9
1 files changed, 9 insertions, 0 deletions
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index 2b76ef664b..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()
@@ -121,6 +123,7 @@ public:
SKY_HDR_SCALE, // "sky_hdr_scale"
SKY_SUNLIGHT_SCALE, // "sky_sunlight_scale"
SKY_AMBIENT_SCALE, // "sky_ambient_scale"
+ CLASSIC_MODE, // "classic_mode"
BLUE_HORIZON, // "blue_horizon"
BLUE_DENSITY, // "blue_density"
HAZE_HORIZON, // "haze_horizon"
@@ -233,6 +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"
@@ -332,6 +336,11 @@ public:
DEBUG_NORMAL_DRAW_LENGTH, // "debug_normal_draw_length"
+ SMAA_EDGE_TEX, // "edgesTex"
+ SMAA_AREA_TEX, // "areaTex"
+ SMAA_SEARCH_TEX, // "searchTex"
+ SMAA_BLEND_TEX, // "blendTex"
+
END_RESERVED_UNIFORMS
} eGLSLReservedUniforms;
// clang-format on