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authorDave Houlton <euclid@lindenlab.com>2020-04-03 18:06:51 +0000
committerDave Houlton <euclid@lindenlab.com>2020-04-03 18:06:51 +0000
commit81c4c76d6db6398b4dcb9fc6dead4ca6a9bef4b5 (patch)
tree0fcf0a8dda8b23716d71d5f496fa740c0c5ceb61
parenteb4ceb533dd8e27c4b0b6f972c84f1c5783387b8 (diff)
parent0524a1a86fd2a44b830e578291af09d2c2bee9f6 (diff)
Merged in euclid-11368 (pull request #58)
SL-11368, fix missing water uniforms for low shader settings Approved-by: Michael Pohoreski
-rw-r--r--indra/newview/llenvironment.cpp7
1 files changed, 2 insertions, 5 deletions
diff --git a/indra/newview/llenvironment.cpp b/indra/newview/llenvironment.cpp
index 85fe2a7c95..1c551ed9a8 100644
--- a/indra/newview/llenvironment.cpp
+++ b/indra/newview/llenvironment.cpp
@@ -1608,11 +1608,8 @@ void LLEnvironment::updateGLVariablesForSettings(LLGLSLShader *shader, const LLS
void LLEnvironment::updateShaderUniforms(LLGLSLShader *shader)
{
- if (gPipeline.canUseWindLightShaders())
- {
- updateGLVariablesForSettings(shader, mCurrentEnvironment->getWater());
- updateGLVariablesForSettings(shader, mCurrentEnvironment->getSky());
- }
+ updateGLVariablesForSettings(shader, mCurrentEnvironment->getWater());
+ updateGLVariablesForSettings(shader, mCurrentEnvironment->getSky());
}
void LLEnvironment::recordEnvironment(S32 parcel_id, LLEnvironment::EnvironmentInfo::ptr_t envinfo, LLSettingsBase::Seconds transition)