Fix for under water render going black when deferred rendering and anti-aliasing enabled.
parent
44f0a1b681
commit
8746648c4e
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@ -6257,9 +6257,9 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
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LLVertexBuffer::unbind();
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if (LLPipeline::sRenderDeferred && !LLViewerCamera::getInstance()->cameraUnderWater())
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if (LLPipeline::sRenderDeferred)
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{
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bool dof_enabled = true;
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bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater();
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LLGLSLShader* shader = &gDeferredPostProgram;
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if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
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@ -6267,7 +6267,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
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shader = &gDeferredGIFinalProgram;
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dof_enabled = false;
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}
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else if (LLToolMgr::getInstance()->inBuildMode() || !gSavedSettings.getBOOL("RenderDepthOfField"))
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else if (!dof_enabled || LLToolMgr::getInstance()->inBuildMode() || !gSavedSettings.getBOOL("RenderDepthOfField"))
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{ //squish focal length when in build mode (or if DoF is disabled) so DoF doesn't make editing objects difficult
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shader = &gDeferredPostNoDoFProgram;
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dof_enabled = false;
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