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Diffstat (limited to 'indra/newview/lldrawpoolwlsky.cpp')
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp32
1 files changed, 30 insertions, 2 deletions
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index d4674cec67..d8042a4125 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -399,13 +399,41 @@ void LLDrawPoolWLSky::renderSkyCloudsAdvanced(const LLVector3& camPosLocal, F32
{
LLGLSPipelineBlendSkyBox pipeline(true, true);
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
+
cloudshader->bind();
- S32 cloud_channel = cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, gSky.mVOSkyp->getCloudNoiseTex());
+ LLPointer<LLViewerTexture> cloud_noise = gSky.mVOSkyp->getCloudNoiseTex();
+ LLPointer<LLViewerTexture> cloud_noise_next = gSky.mVOSkyp->getCloudNoiseTexNext();
+
+ S32 cloud_channel = cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise);
S32 cloud_next_channel = cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, gSky.mVOSkyp->getCloudNoiseTexNext());
(void)cloud_channel, (void)cloud_next_channel;
- LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+
+ F32 blend_factor = 0.;
+ // if we even have sun disc textures to work with...
+ if (cloud_noise || cloud_noise_next)
+ {
+ if (cloud_noise && (!cloud_noise_next || (cloud_noise == cloud_noise_next)))
+ {
+ // Bind current and next sun textures
+ cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE);
+ blend_factor = 0;
+ }
+ else if (cloud_noise_next && !cloud_noise)
+ {
+ cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise_next, LLTexUnit::TT_TEXTURE);
+ blend_factor = 0;
+ }
+ else if (cloud_noise_next != cloud_noise)
+ {
+ cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE);
+ cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, cloud_noise_next, LLTexUnit::TT_TEXTURE);
+ }
+ }
cloudshader->bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance());
cloudshader->bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering());