diff options
author | Graham Linden <graham@lindenlab.com> | 2019-06-06 15:55:50 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-06-06 15:55:50 -0700 |
commit | 158a0104c1d00e56b46fec31e650cd6942cac735 (patch) | |
tree | 8a08682e25b6c4a7bbbf852311199c46ade1891d /indra/newview/llsettingsvo.cpp | |
parent | a7856d4fc5b765b2e381f7606633db9431a3a80c (diff) |
SL-11367
Use rotated lightnorm directly in water shader instead of forcing all shaders marked as water (including lighting) to get that norm
(where it would only affect Mid as only that graphics mode has atmospherics on but isn't using deferred rendering).
Diffstat (limited to 'indra/newview/llsettingsvo.cpp')
-rw-r--r-- | indra/newview/llsettingsvo.cpp | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index f4cd0eef6e..cc70f651cf 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -947,10 +947,8 @@ void LLSettingsVOWater::applySpecial(void *ptarget) F32 blend_factor = env.getCurrentWater()->getBlendFactor(); shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); - LLVector4 rotated_light_direction = LLEnvironment::instance().getRotatedLightNorm(); - shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, rotated_light_direction.mV); - shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV); - shader->uniform1f(LLViewerShaderMgr::DISTANCE_MULTIPLIER, 0); + // update to normal lightnorm, water shader itself will use rotated lightnorm as necessary + shader->uniform4fv(LLShaderMgr::LIGHTNORM, 1, light_direction.mV); } } |