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-rw-r--r--indra/llrender/llrender.cpp20
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);