From 44f2286e42a10270c23ea11e308143948d1e3288 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 26 Sep 2022 18:08:42 -0500 Subject: SL-18190 Use bindDeferredShader in alpha pool. Don't redundantly apply ao to irradiance. --- indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 3 ++- indra/newview/lldrawpoolalpha.cpp | 2 +- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 29aea62f7b..d525b673bf 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -157,7 +157,8 @@ void main() vec3 irradiance = vec3(0); vec3 radiance = vec3(0); sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss); - irradiance = max(amblit*1.725,irradiance*ambocc); + + irradiance = max(amblit*1.725,irradiance); vec3 f0 = vec3(0.04); vec3 baseColor = diffuse.rgb; diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 8d07c6f8dd..a985807a38 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -751,7 +751,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged) if (current_shader != target_shader) {// If we need shaders, and we're not ALREADY using the proper shader, then bind it // (this way we won't rebind shaders unnecessarily). - target_shader->bind(); + gPipeline.bindDeferredShader(*target_shader); } LLVector4 spec_color(1, 1, 1, 1); -- cgit v1.3