From 6dd9dd3ab63cb0daa7682a400ff0408fd894ba77 Mon Sep 17 00:00:00 2001
From: Graham Linden <graham@lindenlab.com>
Date: Thu, 30 Aug 2018 17:54:59 +0100
Subject: [PATCH] MAINT-9064

Fix binding of current/next sun/moon textures.

Remove redundant code in GLSLShader determination of tex uniform bindings.

Unhack mix calls in sun/moon shaders to reverse sense of blending (was working around reversed bindings).
---
 indra/llrender/llglslshader.cpp               |  6 -----
 .../shaders/class1/deferred/moonF.glsl        |  2 +-
 .../shaders/class1/deferred/sunDiscF.glsl     |  2 +-
 .../shaders/class1/windlight/moonF.glsl       |  2 +-
 .../shaders/class1/windlight/sunDiscF.glsl    |  2 +-
 indra/newview/lldrawpoolwlsky.cpp             | 23 +++++++++----------
 6 files changed, 15 insertions(+), 22 deletions(-)

diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index ff79efcc5b9..639033f143d 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -799,12 +799,6 @@ BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
 				continue;
 			}
 
-			if (-1 == specularMap && std::string(name) == "specularMap")
-			{
-				specularMap = i;
-				continue;
-			}
-
 			if (-1 == bumpMap && std::string(name) == "bumpMap")
 			{
 				bumpMap = i;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index 2bfc4f3d2ff..e86bca3ddd9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -49,7 +49,7 @@ void main()
 {
 	vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
 	vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
-    vec4 c     = mix(moonB, moonA, blend_factor);
+    vec4 c     = mix(moonA, moonB, blend_factor);
 
 	c.rgb = pow(c.rgb, vec3(0.7f));
 	c.rgb = fullbrightAtmosTransport(c.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
index bbc5049f1c5..3557c0766e9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
@@ -45,7 +45,7 @@ void main()
 {
 	vec4 sunDiscA = texture2D(diffuseMap, vary_texcoord0.xy);
 	vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy);
-    vec4 c     = mix(sunDiscB, sunDiscA, blend_factor);
+    vec4 c     = mix(sunDiscA, sunDiscB, blend_factor);
     c.rgb = clamp(c.rgb, vec3(0), vec3(1));
 	c.rgb = pow(c.rgb, vec3(0.7f));
 	c.rgb = fullbrightAtmosTransport(c.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
index 480a0e1dc43..933625986c5 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
@@ -49,7 +49,7 @@ void main()
 {
 	vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
 	vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
-    vec4 c     = mix(moonB, moonA, blend_factor);
+    vec4 c     = mix(moonA, moonB, blend_factor);
 
     c.rgb = pow(c.rgb, vec3(0.45f));
 	c.rgb = fullbrightAtmosTransport(c.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl
index 05251e7e96d..3f2375ee4da 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl
@@ -45,7 +45,7 @@ void main()
 {
 	vec4 sunA = texture2D(diffuseMap, vary_texcoord0.xy);
 	vec4 sunB = texture2D(altDiffuseMap, vary_texcoord0.xy);
-    vec4 c     = mix(sunB, sunA, blend_factor);
+    vec4 c     = mix(sunA, sunB, blend_factor);
     c.rgb = pow(c.rgb, vec3(0.7f));
 	c.rgb = fullbrightAtmosTransport(c.rgb);
     c.rgb = fullbrightScaleSoftClip(c.rgb);
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 6b32c196dc2..4bf47f4fd69 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -379,6 +379,9 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
 		LLViewerTexture* tex_a = face->getTexture(LLRender::DIFFUSE_MAP);
         LLViewerTexture* tex_b = face->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP);
 
+        gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+        gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+
         // if we even have sun disc textures to work with...
         if (tex_a || tex_b)
         {
@@ -391,20 +394,18 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
             if (tex_a && (!tex_b || (tex_a == tex_b)))
             {
                 // Bind current and next sun textures
-		        gGL.getTexUnit(0)->bind(tex_a);
-                gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+                sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
                 blend_factor = 0;
             }
             else if (tex_b && !tex_a)
             {
-                gGL.getTexUnit(0)->bind(tex_b);
-                gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+                sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
                 blend_factor = 0;
             }
             else if (tex_b != tex_a)
             {
-                gGL.getTexUnit(0)->bind(tex_a);
-                gGL.getTexUnit(1)->bind(tex_b);
+                sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
+                sun_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
             }
 
 		    LLColor4 color(gSky.mVOSkyp->getSun().getInterpColor());
@@ -445,20 +446,18 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
         if (tex_a && (!tex_b || (tex_a == tex_b)))
         {
             // Bind current and next sun textures
-		    gGL.getTexUnit(0)->bind(tex_a);
-            gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+            moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
             blend_factor = 0;
         }
         else if (tex_b && !tex_a)
         {
-            gGL.getTexUnit(0)->bind(tex_b);
-            gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+            moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
             blend_factor = 0;
         }
         else if (tex_b != tex_a)
         {
-            gGL.getTexUnit(0)->bind(tex_a);
-            gGL.getTexUnit(1)->bind(tex_b);
+            moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
+            moon_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
         }
 
         if (can_use_vertex_shaders)
-- 
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