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-rw-r--r--indra/llrender/llshadermgr.cpp3
-rw-r--r--indra/llrender/llshadermgr.h1
2 files changed, 3 insertions, 1 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 2076947a00..807e41dc97 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -197,7 +197,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
// we want this BEFORE shadows and AO because those facilities use pos/norm access
- if (features->isDeferred || features->hasShadows || features->hasAmbientOcclusion)
+ if (features->isDeferred)
{
if (!shader->attachObject("deferred/deferredUtil.glsl"))
{
@@ -1351,6 +1351,7 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("sh_input_b");
mReservedUniforms.push_back("sun_up_factor");
+ mReservedUniforms.push_back("water_edge");
llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index 0b1a97d880..8651265834 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -249,6 +249,7 @@ public:
SH_INPUT_L1B,
SUN_UP_FACTOR,
+ WATER_EDGE_FACTOR,
END_RESERVED_UNIFORMS
} eGLSLReservedUniforms;