Bump shader needs to have texture0 sample assigned to index0, and texture1 as index1. Confirmed in LLDrawPoolBump::bindBumpMap. (This probably isn't required yet, but appears safe)
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@@ -1634,6 +1634,14 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
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gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
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gObjectBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
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gObjectBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
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success = gObjectBumpProgram.createShader(NULL, NULL);
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success = gObjectBumpProgram.createShader(NULL, NULL);
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if (success)
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{ //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1
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gObjectBumpProgram.bind();
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gObjectBumpProgram.uniform1i("texture0", 0);
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gObjectBumpProgram.uniform1i("texture1", 1);
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gObjectBumpProgram.unbind();
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}
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}
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}
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