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| author | Graham Linden <graham@lindenlab.com> | 2019-04-05 15:54:21 -0700 |
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-04-05 15:54:21 -0700 |
| commit | fe589170d3faa5ca681baca7b9a664e2d851cd6e (patch) | |
| tree | 88123dcda34a308d05473dc17707d42d5f7b6014 /indra/newview/pipeline.cpp | |
| parent | fff2aecf7f96de9e53620887210487a48dd45580 (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.cpp | 1 |
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); |
