diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 9fca37e472b291ff27e88cfb62fcd6c64da2109c..cd4d8f62fe1bcf93f421470e104f9045c85e2a79 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1222,9 +1222,6 @@ void LLRender::syncLightState() LLVector3 direction[LL_NUM_LIGHT_UNITS]; LLVector4 attenuation[LL_NUM_LIGHT_UNITS]; LLVector3 light_diffuse[LL_NUM_LIGHT_UNITS]; - LLVector4 diffuse[LL_NUM_LIGHT_UNITS]; - LLVector4 diffuse_b[LL_NUM_LIGHT_UNITS]; - bool sun_primary[LL_NUM_LIGHT_UNITS]; for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; i++) { @@ -1234,9 +1231,6 @@ void LLRender::syncLightState() direction[i] = light->mSpotDirection; attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]); light_diffuse[i].set(light->mDiffuse.mV); - diffuse[i].set(light->mDiffuse.mV); - diffuse_b[i].set(light->mDiffuseB.mV); - sun_primary[i] = light->mSunIsPrimary; } shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, LL_NUM_LIGHT_UNITS, position[0].mV); @@ -1244,10 +1238,10 @@ void LLRender::syncLightState() shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, LL_NUM_LIGHT_UNITS, attenuation[0].mV); shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, LL_NUM_LIGHT_UNITS, light_diffuse[0].mV); shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV); - shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_primary[0] ? 1 : 0); + shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, mLightState[0]->mSunIsPrimary ? 1 : 0); shader->uniform4fv(LLShaderMgr::AMBIENT, 1, mAmbientLightColor.mV); - shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV); - shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuse_b[0].mV); + shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, mLightState[0]->mDiffuse.mV); + shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, mLightState[0]->mDiffuseB.mV); } }