Commit efe0130c authored by Rye Mutt's avatar Rye Mutt 🍞
Browse files

Reduce overhead in bindDeferredShader further by eliminating forced sky uniform update

parent 53b8826c
......@@ -2134,6 +2134,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredFullbrightProgram.mName = "Deferred Fullbright Shader";
gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightProgram.mFeatures.hasAtmospherics = true;
gDeferredFullbrightProgram.mFeatures.hasGamma = true;
gDeferredFullbrightProgram.mFeatures.hasTransport = true;
gDeferredFullbrightProgram.mFeatures.hasSrgb = true;
......
......@@ -8758,11 +8758,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
shader.uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, mSunDiffuse.mV);
shader.uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, mMoonDiffuse.mV);
LLEnvironment& environment = LLEnvironment::instance();
const LLSettingsSky::ptr_t& sky = environment.getCurrentSky();
static_cast<LLSettingsVOSky*>(sky.get())->updateShader(&shader);
}
LLColor3 pow3f(LLColor3 v, F32 f)
......
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