diff options
| -rw-r--r-- | indra/llrender/llrender.cpp | 20 | 
1 files changed, 10 insertions, 10 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index e0d1ee4f4c..5208db48d2 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1209,12 +1209,12 @@ void LLRender::syncLightState()  	{  		shader->mLightHash = mLightHash; -		LLVector4 position[8]; -		LLVector3 direction[8]; -		LLVector4 attenuation[8]; -		LLVector3 diffuse[8]; -        LLVector3 diffuse_b[8]; -        bool      sun_primary[8]; +		LLVector4 position[LL_NUM_LIGHT_UNITS]; +		LLVector3 direction[LL_NUM_LIGHT_UNITS]; +		LLVector4 attenuation[LL_NUM_LIGHT_UNITS]; +		LLVector3 diffuse[LL_NUM_LIGHT_UNITS]; +        LLVector3 diffuse_b[LL_NUM_LIGHT_UNITS]; +        bool      sun_primary[LL_NUM_LIGHT_UNITS];  		for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; i++)  		{ @@ -1228,10 +1228,10 @@ void LLRender::syncLightState()              sun_primary[i] = light->mSunIsPrimary;  		} -		shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV); -		shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, 8, direction[0].mV); -		shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV); -		shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV); +		shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, LL_NUM_LIGHT_UNITS, position[0].mV); +		shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, LL_NUM_LIGHT_UNITS, direction[0].mV); +		shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, LL_NUM_LIGHT_UNITS, attenuation[0].mV); +		shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, LL_NUM_LIGHT_UNITS, diffuse[0].mV);  		shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);          shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_primary[0] ? 1 : 0);          shader->uniform4fv(LLShaderMgr::AMBIENT, 1, mAmbientLightColor.mV);  | 
