From Brede Johansen, changed osg_InverseViewMatrix to osg_ViewMatrixInverse to bring
into line with OpenGL shader languague conventions. From Robert Osfield, changed the SceneView::ActiveUnforms enum to from INVERSE_VIEW_MATRIX_UNIFORM VIEW_MATRIX_INVERSE_UNIFORM to be convistent with the above change.
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@ -129,12 +129,12 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
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FRAME_TIME_UNIFORM = 0x2,
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DELTA_FRAME_TIME_UNIFORM = 0x4,
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VIEW_MATRIX_UNIFORM = 0x8,
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INVERSE_VIEW_MATRIX_UNIFORM = 0x10,
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VIEW_MATRIX_INVERSE_UNIFORM = 0x10,
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DEFAULT_UNIFORMS = FRAME_NUMBER_UNIFORM |
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FRAME_TIME_UNIFORM |
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DELTA_FRAME_TIME_UNIFORM |
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VIEW_MATRIX_UNIFORM |
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INVERSE_VIEW_MATRIX_UNIFORM,
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VIEW_MATRIX_INVERSE_UNIFORM,
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ALL_UNIFORMS = 0xFFFFFFFF
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};
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@ -226,9 +226,9 @@ void SceneView::updateUniforms()
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uniform->set(_viewMatrix);
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}
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if (_activeUniforms & INVERSE_VIEW_MATRIX_UNIFORM)
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if (_activeUniforms & VIEW_MATRIX_INVERSE_UNIFORM)
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{
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osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_InverseViewMatrix",osg::Uniform::FLOAT_MAT4);
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osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_ViewMatrixInverse",osg::Uniform::FLOAT_MAT4);
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uniform->set(osg::Matrix::inverse(_viewMatrix));
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}
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