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-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl12
1 files changed, 6 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
index cdf661893c..bfe5e36bbf 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
@@ -26,7 +26,7 @@
in vec4 weight;
-uniform vec4 matrixPalette[45];
+uniform vec4 avatarMatrixPalette[45];
mat4 getSkinnedTransform()
{
@@ -34,16 +34,16 @@ mat4 getSkinnedTransform()
int i = int(floor(weight.x));
float x = fract(weight.x);
- ret[0] = mix(matrixPalette[i+0], matrixPalette[i+1], x);
- ret[1] = mix(matrixPalette[i+15],matrixPalette[i+16], x);
- ret[2] = mix(matrixPalette[i+30],matrixPalette[i+31], x);
+ ret[0] = mix(avatarMatrixPalette[i+0], avatarMatrixPalette[i+1], x);
+ ret[1] = mix(avatarMatrixPalette[i+15],avatarMatrixPalette[i+16], x);
+ ret[2] = mix(avatarMatrixPalette[i+30],avatarMatrixPalette[i+31], x);
ret[3] = vec4(0,0,0,1);
return ret;
#ifdef IS_AMD_CARD
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
- vec4 dummy1 = matrixPalette[0];
- vec4 dummy2 = matrixPalette[44];
+ vec4 dummy1 = avatarMatrixPalette[0];
+ vec4 dummy2 = avatarMatrixPalette[44];
#endif
}