From 30e33e279b1b2d04951c399f548c3afc3b17fd1b Mon Sep 17 00:00:00 2001 From: Erik Kundiman Date: Sun, 2 Jun 2024 11:00:46 +0800 Subject: Prepend avatar skin's matrix palette variable name so it wouldn't clash with object skin's when they're used in the same piece of code. --- .../app_settings/shaders/class1/avatar/avatarSkinV.glsl | 12 ++++++------ 1 file 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 } -- cgit v1.2.3