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authorGraham Linden <graham@lindenlab.com>2019-04-05 15:54:21 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-05 15:54:21 -0700
commitfe589170d3faa5ca681baca7b9a664e2d851cd6e (patch)
tree88123dcda34a308d05473dc17707d42d5f7b6014 /indra/newview/pipeline.cpp
parentfff2aecf7f96de9e53620887210487a48dd45580 (diff)
SL-10896
Fix deferred water soften prog lightnorm getting stomped with rotated lightnorm, because it's a water shader and needs water atmo uniform values, but it's a deferred lighting shader that needs not-so-rotated lightnorms. Make sunlight_color not get auto-updated so we can get the correct value from mSunDiffuse. Remove mix to preserve bumps as it was washing out shadows.
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r--indra/newview/pipeline.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 260292d3fb..7139788c18 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -8612,6 +8612,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)
LLEnvironment& environment = LLEnvironment::instance();
soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
+ soften_shader.uniform4fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV);
{
LLGLDepthTest depth(GL_FALSE);