diff options
author | RunitaiLinden <davep@lindenlab.com> | 2023-11-16 16:46:12 -0600 |
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committer | RunitaiLinden <davep@lindenlab.com> | 2023-11-16 16:46:12 -0600 |
commit | bdb53fd56d56c659941e7e63f83cefc366acef6d (patch) | |
tree | 89a6744852e7df622df02477a54c977aa91783d7 /indra/llrender/llshadermgr.cpp | |
parent | 361efcb9267f2c91f88198081bbe6ac2264766fd (diff) |
SL-20611 Make haze effect local lights -- move sky and water haze to their own passes and unify sky and water haze in forward rendering shaders.
Diffstat (limited to 'indra/llrender/llshadermgr.cpp')
-rw-r--r-- | indra/llrender/llshadermgr.cpp | 20 |
1 files changed, 3 insertions, 17 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 0e7f9e1331..f14216f3d8 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -81,14 +81,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) // NOTE order of shader object attaching is VERY IMPORTANT!!! if (features->calculatesAtmospherics) { - if (features->hasWaterFog) - { - if (!shader->attachVertexObject("windlight/atmosphericsVarsWaterV.glsl")) - { - return FALSE; - } - } - else if (!shader->attachVertexObject("windlight/atmosphericsVarsV.glsl")) + if (!shader->attachVertexObject("windlight/atmosphericsVarsV.glsl")) { return FALSE; } @@ -201,14 +194,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) if(features->calculatesAtmospherics || features->hasGamma || features->isDeferred) { - if (features->hasWaterFog) - { - if (!shader->attachFragmentObject("windlight/atmosphericsVarsWaterF.glsl")) - { - return FALSE; - } - } - else if (!shader->attachFragmentObject("windlight/atmosphericsVarsF.glsl")) + if (!shader->attachFragmentObject("windlight/atmosphericsVarsF.glsl")) { return FALSE; } @@ -292,7 +278,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) } // NOTE order of shader object attaching is VERY IMPORTANT!!! - if (features->hasWaterFog) + if (features->hasWaterFog || features->hasAtmospherics) { if (!shader->attachFragmentObject("environment/waterFogF.glsl")) { |