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Diffstat (limited to 'indra/newview/llsettingsvo.cpp')
-rw-r--r--indra/newview/llsettingsvo.cpp26
1 files changed, 13 insertions, 13 deletions
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp
index fdd988ddc0..3c43a7e625 100644
--- a/indra/newview/llsettingsvo.cpp
+++ b/indra/newview/llsettingsvo.cpp
@@ -667,17 +667,17 @@ void LLSettingsVOSky::updateSettings()
void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
- LLVector4 light_direction = LLEnvironment::instance().getClampedLightNorm();
+ LLVector3 light_direction = LLVector3(LLEnvironment::instance().getClampedLightNorm().mV);
LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_DEFAULT];
{
- shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, light_direction);
+ shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, light_direction);
shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, LLViewerCamera::getInstance()->getOrigin());
}
shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_SKY];
{
- shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, light_direction);
+ shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, light_direction);
// Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate")
LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]);
@@ -690,26 +690,26 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
// * indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
cloud_scroll[0] = -cloud_scroll[0];
vect_c_p_d1 += cloud_scroll;
- shader->uniform4fv(LLShaderMgr::CLOUD_POS_DENSITY1, vect_c_p_d1);
+ shader->uniform3fv(LLShaderMgr::CLOUD_POS_DENSITY1, LLVector3(vect_c_p_d1.mV));
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
- LLVector4 sunDiffuse = LLVector4(psky->getSunlightColor().mV);
- LLVector4 moonDiffuse = LLVector4(psky->getMoonlightColor().mV);
+ // TODO -- make these getters return vec3s
+ LLVector3 sunDiffuse = LLVector3(psky->getSunlightColor().mV);
+ LLVector3 moonDiffuse = LLVector3(psky->getMoonlightColor().mV);
- shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, sunDiffuse);
- shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, moonDiffuse);
+ shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, sunDiffuse);
+ shader->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, moonDiffuse);
- LLVector4 cloud_color(LLVector3(psky->getCloudColor().mV), 1.0);
- shader->uniform4fv(LLShaderMgr::CLOUD_COLOR, cloud_color);
+ shader->uniform3fv(LLShaderMgr::CLOUD_COLOR, LLVector3(psky->getCloudColor().mV));
}
shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_ANY];
shader->uniform1f(LLShaderMgr::SCENE_LIGHT_STRENGTH, mSceneLightStrength);
- LLColor4 ambient(getTotalAmbient());
+ LLColor3 ambient(getTotalAmbient());
- shader->uniform4fv(LLShaderMgr::AMBIENT, LLVector4(ambient.mV));
+ shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV));
shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor()/3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT
shader->uniform3fv(LLShaderMgr::SUNLIGHT_LINEAR, linearColor3v(getSunlightColor()));
shader->uniform3fv(LLShaderMgr::MOONLIGHT_LINEAR,linearColor3v(getMoonlightColor()));
@@ -972,7 +972,7 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force)
shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
// update to normal lightnorm, water shader itself will use rotated lightnorm as necessary
- shader->uniform4fv(LLShaderMgr::LIGHTNORM, light_direction.mV);
+ shader->uniform3fv(LLShaderMgr::LIGHTNORM, light_direction.mV);
}
}