Unbork shadows. Apparently texture/texturProj do not return a vector for shadow samplers.
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@@ -386,9 +386,9 @@ void LLViewerShaderMgr::setShaders()
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LLShaderMgr::instance()->mDefinitions["textureCube"] = "texture";
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LLShaderMgr::instance()->mDefinitions["texture2DLod"] = "textureLod";
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LLShaderMgr::instance()->mDefinitions["texture2DRect"] = "texture";
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LLShaderMgr::instance()->mDefinitions["shadow2D"] = "texture";
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LLShaderMgr::instance()->mDefinitions["shadow2DRect"] = "texture";
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LLShaderMgr::instance()->mDefinitions["shadow2DProj"] = "textureProj";
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LLShaderMgr::instance()->mDefinitions["shadow2D(a,b)"] = "vec2(texture(a,b))"; //Shadow lookups only return a single float.
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LLShaderMgr::instance()->mDefinitions["shadow2DRect(a,b)"] = "vec2(texture(a,b))";
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LLShaderMgr::instance()->mDefinitions["shadow2DProj(a,b)"] = "vec2(textureProj(a,b))";
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LLShaderMgr::instance()->mDefinitions["ftransform()"] = "gl_ModelViewProjectionMatrix * gl_Vertex";
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}
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