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-rw-r--r--indra/llrender/llglslshader.cpp20
-rw-r--r--indra/llrender/llglslshader.h11
2 files changed, 30 insertions, 1 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 74cfa60b27..d669e7134c 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -62,6 +62,21 @@ U32 LLGLSLShader::sTotalDrawCalls = 0;
LLGLSLShader gUIProgram;
LLGLSLShader gSolidColorProgram;
+// NOTE: Keep gShaderConsts* and LLGLSLShader::ShaderConsts_e in sync!
+const std::string gShaderConstsKey[ LLGLSLShader::NUM_SHADER_CONSTS ] =
+{
+ "LL_SHADER_CONST_CLOUD_MOON_DEPTH"
+ , "LL_SHADER_CONST_STAR_DEPTH"
+};
+
+// NOTE: Keep gShaderConsts* and LLGLSLShader::ShaderConsts_e in sync!
+const std::string gShaderConstsVal[ LLGLSLShader::NUM_SHADER_CONSTS ] =
+{
+ "0.99998" // SHADER_CONST_CLOUD_MOON_DEPTH // SL-14113
+ , "0.99999" // SHADER_CONST_STAR_DEPTH // SL-14113
+};
+
+
BOOL shouldChange(const LLVector4& v1, const LLVector4& v2)
{
return v1 != v2;
@@ -755,6 +770,11 @@ void LLGLSLShader::addPermutation(std::string name, std::string value)
mDefines[name] = value;
}
+void LLGLSLShader::addConstant( const LLGLSLShader::eShaderConsts shader_const )
+{
+ addPermutation( gShaderConstsKey[ shader_const ], gShaderConstsVal[ shader_const ] );
+}
+
void LLGLSLShader::removePermutation(std::string name)
{
mDefines[name].erase();
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 7cf6d3c941..e2d0031740 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -67,6 +67,13 @@ public:
class LLGLSLShader
{
public:
+ // NOTE: Keep gShaderConsts and LLGLSLShader::ShaderConsts_e in sync!
+ enum eShaderConsts
+ {
+ SHADER_CONST_CLOUD_MOON_DEPTH
+ , SHADER_CONST_STAR_DEPTH
+ , NUM_SHADER_CONSTS
+ };
enum
{
@@ -149,7 +156,9 @@ public:
void clearPermutations();
void addPermutation(std::string name, std::string value);
void removePermutation(std::string name);
-
+
+ void addConstant( const LLGLSLShader::eShaderConsts shader_const );
+
//enable/disable texture channel for specified uniform
//if given texture uniform is active in the shader,
//the corresponding channel will be active upon return