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| author | Graham Linden <graham@lindenlab.com> | 2019-02-08 13:19:45 -0800 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-02-08 13:19:45 -0800 | 
| commit | 0a7bc35335666cc310ef900d4e4144c658b92522 (patch) | |
| tree | 4b2ff4cb40e05f097c66ff758ff830181f526299 | |
| parent | 5c5b625892a86dfa467225c059f7ef1188ba46ca (diff) | |
Replace funcs dropped in merge.
| -rw-r--r-- | indra/llrender/llrender.cpp | 13 | 
1 files changed, 12 insertions, 1 deletions
| diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index de04ea601a..dc9affb596 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -895,6 +895,15 @@ void LLLightState::setDiffuse(const LLColor4& diffuse)  	}  } +void LLLightState::setDiffuseB(const LLColor4& diffuse) +{ +    if (mDiffuseB != diffuse) +	{ +		++gGL.mLightHash; +		mDiffuseB = diffuse; +	} +} +  void LLLightState::setAmbient(const LLColor4& ambient)  {  	if (mAmbient != ambient) @@ -1153,6 +1162,7 @@ void LLRender::syncLightState()  		LLVector3 direction[8];  		LLVector4 attenuation[8];  		LLVector3 diffuse[8]; +        LLVector3 diffuseB[8];  		for (U32 i = 0; i < 8; i++)  		{ @@ -1162,6 +1172,7 @@ void LLRender::syncLightState()  			direction[i] = light->mSpotDirection;              attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]);  			diffuse[i].set(light->mDiffuse.mV); +            diffuseB[i].set(light->mDiffuseB.mV);  		}  		shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV); @@ -1169,8 +1180,8 @@ void LLRender::syncLightState()  		shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);  		shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV);  		shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV); -		//HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform  		shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV); +        shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuseB[0].mV);  	}  } | 
