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| author | cosmic-linden <111533034+cosmic-linden@users.noreply.github.com> | 2023-02-27 10:16:48 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-02-27 10:16:48 -0800 |
| commit | 9601abba55bbe92ba2202120c6cb4334e3073d41 (patch) | |
| tree | 2ab2c93d94fef567d60c1a8809a0a43099dcf933 /indra/llrender/llshadermgr.cpp | |
| parent | 4ec8844f012f27ddd0ab9aa6a3098273c7bb0ac1 (diff) | |
| parent | 7a533f368231c7e1135891c05e03412d0fdb9fdb (diff) | |
Merge pull request #92 from secondlife/SL-19262
SL-19265: Fix precision issue with texture transforms, separate texture animations
Diffstat (limited to 'indra/llrender/llshadermgr.cpp')
| -rw-r--r-- | indra/llrender/llshadermgr.cpp | 20 |
1 files changed, 15 insertions, 5 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 13074032e0..c355115e8c 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -1073,11 +1073,21 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("texture_matrix3"); mReservedUniforms.push_back("object_plane_s"); mReservedUniforms.push_back("object_plane_t"); - mReservedUniforms.push_back("texture_basecolor_matrix"); // GLTF - mReservedUniforms.push_back("texture_normal_matrix"); // GLTF - mReservedUniforms.push_back("texture_metallic_roughness_matrix"); // GLTF - mReservedUniforms.push_back("texture_emissive_matrix"); // GLTF - llassert(mReservedUniforms.size() == LLShaderMgr::TEXTURE_EMISSIVE_MATRIX+1); + + mReservedUniforms.push_back("texture_base_color_scale"); // (GLTF) + mReservedUniforms.push_back("texture_base_color_rotation"); // (GLTF) + mReservedUniforms.push_back("texture_base_color_offset"); // (GLTF) + mReservedUniforms.push_back("texture_normal_scale"); // (GLTF) + mReservedUniforms.push_back("texture_normal_rotation"); // (GLTF) + mReservedUniforms.push_back("texture_normal_offset"); // (GLTF) + mReservedUniforms.push_back("texture_metallic_roughness_scale"); // (GLTF) + mReservedUniforms.push_back("texture_metallic_roughness_rotation"); // (GLTF) + mReservedUniforms.push_back("texture_metallic_roughness_offset"); // (GLTF) + mReservedUniforms.push_back("texture_emissive_scale"); // (GLTF) + mReservedUniforms.push_back("texture_emissive_rotation"); // (GLTF) + mReservedUniforms.push_back("texture_emissive_offset"); // (GLTF) + + llassert(mReservedUniforms.size() == LLShaderMgr::TEXTURE_EMISSIVE_OFFSET+1); mReservedUniforms.push_back("viewport"); |
