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authorGraham Linden <graham@lindenlab.com>2018-10-16 21:51:27 +0100
committerGraham Linden <graham@lindenlab.com>2018-10-16 21:51:27 +0100
commit295963a8b8a6c22360333933d919c71dabd07b2d (patch)
treeb9d56c6901e7f1fbe3785465ad1d139d1324f828
parent822adebf898e87d88b4f2992acdc1e92b1ae7b4f (diff)
SL-9895 select correct sky shader for ALM despite shadow detail being set to none
-rw-r--r--indra/newview/llviewershadermgr.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index b013250bfc..d98fd34714 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -2115,7 +2115,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLSkyProgram.mFeatures.hasGamma = true;
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredWLSkyProgram.mShaderLevel = gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics") ? 3 : mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredWLSkyProgram.mShaderLevel = gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics") ? 3 : mVertexShaderLevel[SHADER_WINDLIGHT];
gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
if (gAtmosphere && mVertexShaderLevel[SHADER_WINDLIGHT] > 1)
{
@@ -2134,7 +2134,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLCloudProgram.mFeatures.hasGamma = true;
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredWLCloudProgram.mShaderLevel = gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics") ? 3 : mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredWLCloudProgram.mShaderLevel = gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics") ? 3 : mVertexShaderLevel[SHADER_WINDLIGHT];
gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
if (gAtmosphere && mVertexShaderLevel[SHADER_WINDLIGHT] > 1)
{