diff options
author | Graham Linden <graham@lindenlab.com> | 2019-02-27 17:07:31 -0800 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-02-27 17:07:31 -0800 |
commit | d7ad30a2d4dfd83f93b0150464214f2df776eb9c (patch) | |
tree | 9157c33753ac067b33ac41c16c93ff30b3eebb7e /indra/newview/llviewershadermgr.cpp | |
parent | ef573511489e08bd89323c17e57e2d9bda578abd (diff) |
SL-10566 part the fourth
Fix water rendering causing distortion map update very frame.
Reduce binds in alpha draw pool for HUD atmo suppression (may regress HUD lighting weirdness).
Add ability to retrieve current user clip plane so it can be saved/restored around water map gen.
Leave render type masks as is after reflection map render to get detail filtering applied to distortion map again.
Re-enable occlusion in distortion map rendering.
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 19 |
1 files changed, 0 insertions, 19 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 4beeec378d..c66e46872d 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -498,15 +498,6 @@ void LLViewerShaderMgr::setShaders() transform_class = 0; } - #if USE_ADVANCED_ATMOSPHERICS - bool useAdvancedAtmospherics = doingWindLight && gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics"); - if (useAdvancedAtmospherics) - { - deferred_class = 3; - wl_class = 3; - } - #endif - if (useRenderDeferred && doingWindLight) { //shadows @@ -515,7 +506,6 @@ void LLViewerShaderMgr::setShaders() case 0: deferred_class = 1; break; // no shadows case 1: deferred_class = 2; break; // PCF shadows case 2: deferred_class = 2; break; // PCF shadows - case 3: deferred_class = 3; break; // VSM shadows default: break; } @@ -3820,15 +3810,6 @@ BOOL LLViewerShaderMgr::loadShadersWindLight() return TRUE; } -#if USE_ADVANCED_ATMOSPHERICS -// disabled until we can determine why low-end machines crash during this init... - if (gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics") && mShaderLevel[SHADER_WINDLIGHT] > 2) - { - // Prepare precomputed atmospherics textures using libatmosphere - LLAtmosphere::initClass(); - } -#endif - if (success) { gWLSkyProgram.mName = "Windlight Sky Shader"; |