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| author | RunitaiLinden <davep@lindenlab.com> | 2023-11-16 16:46:12 -0600 |
|---|---|---|
| committer | RunitaiLinden <davep@lindenlab.com> | 2023-11-16 16:46:12 -0600 |
| commit | bdb53fd56d56c659941e7e63f83cefc366acef6d (patch) | |
| tree | 89a6744852e7df622df02477a54c977aa91783d7 /indra/newview/lldrawpoolmaterials.cpp | |
| parent | 361efcb9267f2c91f88198081bbe6ac2264766fd (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/lldrawpoolmaterials.cpp')
| -rw-r--r-- | indra/newview/lldrawpoolmaterials.cpp | 9 |
1 files changed, 1 insertions, 8 deletions
diff --git a/indra/newview/lldrawpoolmaterials.cpp b/indra/newview/lldrawpoolmaterials.cpp index 6a7e05ac74..c0e4ed38c1 100644 --- a/indra/newview/lldrawpoolmaterials.cpp +++ b/indra/newview/lldrawpoolmaterials.cpp @@ -82,14 +82,7 @@ void LLDrawPoolMaterials::beginDeferredPass(S32 pass) U32 idx = shader_idx[pass]; - if (LLPipeline::sUnderWaterRender) - { - mShader = &(gDeferredMaterialWaterProgram[idx]); - } - else - { - mShader = &(gDeferredMaterialProgram[idx]); - } + mShader = &(gDeferredMaterialProgram[idx]); if (rigged) { |
