Replace funcs dropped in merge.
parent
5c5b625892
commit
0a7bc35335
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@ -895,6 +895,15 @@ void LLLightState::setDiffuse(const LLColor4& diffuse)
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}
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}
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void LLLightState::setDiffuseB(const LLColor4& diffuse)
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{
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if (mDiffuseB != diffuse)
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{
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++gGL.mLightHash;
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mDiffuseB = diffuse;
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}
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}
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void LLLightState::setAmbient(const LLColor4& ambient)
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{
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if (mAmbient != ambient)
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@ -1153,6 +1162,7 @@ void LLRender::syncLightState()
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LLVector3 direction[8];
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LLVector4 attenuation[8];
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LLVector3 diffuse[8];
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LLVector3 diffuseB[8];
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for (U32 i = 0; i < 8; i++)
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{
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@ -1162,6 +1172,7 @@ void LLRender::syncLightState()
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direction[i] = light->mSpotDirection;
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attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]);
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diffuse[i].set(light->mDiffuse.mV);
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diffuseB[i].set(light->mDiffuseB.mV);
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}
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shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV);
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@ -1169,8 +1180,8 @@ void LLRender::syncLightState()
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shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
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shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV);
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shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
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//HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform
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shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV);
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shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuseB[0].mV);
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}
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}
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