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path: root/indra/newview/llwlparammanager.cpp
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Diffstat (limited to 'indra/newview/llwlparammanager.cpp')
-rw-r--r--indra/newview/llwlparammanager.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/indra/newview/llwlparammanager.cpp b/indra/newview/llwlparammanager.cpp
index 24ddb6fc08..b55c3e5b6d 100644
--- a/indra/newview/llwlparammanager.cpp
+++ b/indra/newview/llwlparammanager.cpp
@@ -281,13 +281,13 @@ void LLWLParamManager::updateShaderUniforms(LLGLSLShader * shader)
if (shader->mShaderGroup == LLGLSLShader::SG_DEFAULT)
{
- shader->uniform4fv(LLShaderMgr::LIGHTNORM, 1, mRotatedLightDir.mV);
+ shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, mRotatedLightDir.mV);
shader->uniform3fv("camPosLocal", 1, LLViewerCamera::getInstance()->getOrigin().mV);
}
else if (shader->mShaderGroup == LLGLSLShader::SG_SKY)
{
- shader->uniform4fv(LLShaderMgr::LIGHTNORM, 1, mClampedLightDir.mV);
+ shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, mClampedLightDir.mV);
}
shader->uniform1f("scene_light_strength", mSceneLightStrength);
@@ -345,9 +345,9 @@ void LLWLParamManager::propagateParameters(void)
mCurParams.set("lightnorm", mLightDir);
// bind the variables for all shaders only if we're using WindLight
- LLShaderMgr::shader_iter shaders_iter, end_shaders;
- end_shaders = LLShaderMgr::endShaders();
- for(shaders_iter = LLShaderMgr::beginShaders(); shaders_iter != end_shaders; ++shaders_iter)
+ LLViewerShaderMgr::shader_iter shaders_iter, end_shaders;
+ end_shaders = LLViewerShaderMgr::instance()->endShaders();
+ for(shaders_iter = LLViewerShaderMgr::instance()->beginShaders(); shaders_iter != end_shaders; ++shaders_iter)
{
if (shaders_iter->mProgramObject != 0
&& (gPipeline.canUseWindLightShaders()
@@ -408,9 +408,9 @@ void LLWLParamManager::update(LLViewerCamera * cam)
lightNorm3 *= LLQuaternion(-(camYaw + camYawDelta), LLVector3(0.f, 1.f, 0.f));
mRotatedLightDir = LLVector4(lightNorm3, 0.f);
- LLShaderMgr::shader_iter shaders_iter, end_shaders;
- end_shaders = LLShaderMgr::endShaders();
- for(shaders_iter = LLShaderMgr::beginShaders(); shaders_iter != end_shaders; ++shaders_iter)
+ LLViewerShaderMgr::shader_iter shaders_iter, end_shaders;
+ end_shaders = LLViewerShaderMgr::instance()->endShaders();
+ for(shaders_iter = LLViewerShaderMgr::instance()->beginShaders(); shaders_iter != end_shaders; ++shaders_iter)
{
if (shaders_iter->mProgramObject != 0
&& (gPipeline.canUseWindLightShaders()