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Diffstat (limited to 'indra/llrender/llshadermgr.h')
-rw-r--r--indra/llrender/llshadermgr.h16
1 files changed, 9 insertions, 7 deletions
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index 8b13e822d5..53e3d010db 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -58,6 +58,8 @@ public:
TEXTURE_METALLIC_ROUGHNESS_TRANSFORM, // "texture_metallic_roughness_transform" (GLTF)
TEXTURE_EMISSIVE_TRANSFORM, // "texture_emissive_transform" (GLTF)
+ TERRAIN_TEXTURE_TRANSFORMS, // "terrain_texture_transforms" (GLTF)
+
VIEWPORT, // "viewport"
LIGHT_POSITION, // "light_position"
LIGHT_DIRECTION, // "light_direction"
@@ -91,6 +93,9 @@ public:
DIFFUSE_MAP, // "diffuseMap"
ALTERNATE_DIFFUSE_MAP, // "altDiffuseMap"
SPECULAR_MAP, // "specularMap"
+ METALLIC_ROUGHNESS_MAP, // "metallicRoughnessMap"
+ NORMAL_MAP, // "normalMap"
+ OCCLUSION_MAP, // "occlusionMap"
EMISSIVE_MAP, // "emissiveMap"
BUMP_MAP, // "bumpMap"
BUMP_MAP2, // "bumpMap2"
@@ -102,7 +107,6 @@ public:
HERO_PROBE, // "heroProbes"
CLOUD_NOISE_MAP, // "cloud_noise_texture"
CLOUD_NOISE_MAP_NEXT, // "cloud_noise_texture_next"
- FULLBRIGHT, // "fullbright"
LIGHTNORM, // "lightnorm"
SUNLIGHT_COLOR, // "sunlight_color"
AMBIENT, // "ambient_color"
@@ -200,7 +204,6 @@ public:
DEFERRED_SHADOW3, // "shadowMap3"
DEFERRED_SHADOW4, // "shadowMap4"
DEFERRED_SHADOW5, // "shadowMap5"
- DEFERRED_NORMAL, // "normalMap"
DEFERRED_POSITION, // "positionMap"
DEFERRED_DIFFUSE, // "diffuseRect"
DEFERRED_SPECULAR, // "specularRect"
@@ -213,7 +216,6 @@ public:
DEFERRED_BLOOM, // "bloomMap"
DEFERRED_PROJECTION, // "projectionMap"
DEFERRED_NORM_MATRIX, // "norm_mat"
- TEXTURE_GAMMA, // "texture_gamma"
SPECULAR_COLOR, // "specular_color"
ENVIRONMENT_INTENSITY, // "env_intensity"
@@ -328,11 +330,11 @@ public:
virtual void initAttribsAndUniforms(void);
- BOOL attachShaderFeatures(LLGLSLShader * shader);
- void dumpObjectLog(GLuint ret, BOOL warns = TRUE, const std::string& filename = "");
+ bool attachShaderFeatures(LLGLSLShader * shader);
+ void dumpObjectLog(GLuint ret, bool warns = true, const std::string& filename = "");
void dumpShaderSource(U32 shader_code_count, GLchar** shader_code_text);
- BOOL linkProgramObject(GLuint obj, BOOL suppress_errors = FALSE);
- BOOL validateProgramObject(GLuint obj);
+ bool linkProgramObject(GLuint obj, bool suppress_errors = false);
+ bool validateProgramObject(GLuint obj);
GLuint loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, std::map<std::string, std::string>* defines = NULL, S32 texture_index_channels = -1);
// Implemented in the application to actually point to the shader directory.