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authorGraham Linden <graham@lindenlab.com>2018-09-11 00:23:10 +0100
committerGraham Linden <graham@lindenlab.com>2018-09-11 00:23:10 +0100
commit24e0e64f2f226fb87df5d6b42d868e2a0e3daff7 (patch)
treef1c216eec853bb22528db0e5123edcbc70bb7ac4 /indra/newview/lldrawpoolwlsky.cpp
parent3262446f07616f42ad0e4c77930b6ba2f03e452c (diff)
Fix cloud shader tex binding to be more robust.
Make vert generation not skip dome verts used for clouds when doing advanced atmospherics.
Diffstat (limited to 'indra/newview/lldrawpoolwlsky.cpp')
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp7
1 files changed, 4 insertions, 3 deletions
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 205b6441e7..e7929e0bbf 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -350,10 +350,11 @@ void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeigh
LLGLEnable blend(GL_BLEND);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
- gGL.getTexUnit(0)->bind(gSky.mVOSkyp->getCloudNoiseTex());
- gGL.getTexUnit(1)->bind(gSky.mVOSkyp->getCloudNoiseTexNext());
-
cloud_shader->bind();
+
+ cloud_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, gSky.mVOSkyp->getCloudNoiseTex());
+ cloud_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, gSky.mVOSkyp->getCloudNoiseTexNext());
+
F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor();
cloud_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);