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authorRunitaiLinden <davep@lindenlab.com>2023-11-16 16:46:12 -0600
committerRunitaiLinden <davep@lindenlab.com>2023-11-16 16:46:12 -0600
commitbdb53fd56d56c659941e7e63f83cefc366acef6d (patch)
tree89a6744852e7df622df02477a54c977aa91783d7 /indra/newview/lldrawpoolavatar.cpp
parent361efcb9267f2c91f88198081bbe6ac2264766fd (diff)
SL-20611 Make haze effect local lights -- move sky and water haze to their own passes and unify sky and water haze in forward rendering shaders.
Diffstat (limited to 'indra/newview/lldrawpoolavatar.cpp')
-rw-r--r--indra/newview/lldrawpoolavatar.cpp9
1 files changed, 1 insertions, 8 deletions
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index 342b76d93b..7f6409dbde 100644
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -509,14 +509,7 @@ void LLDrawPoolAvatar::beginRigid()
if (gPipeline.shadersLoaded())
{
- if (LLPipeline::sUnderWaterRender)
- {
- sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram;
- }
- else
- {
- sVertexProgram = &gObjectAlphaMaskNoColorProgram;
- }
+ sVertexProgram = &gObjectAlphaMaskNoColorProgram;
if (sVertexProgram != NULL)
{ //eyeballs render with the specular shader