SL-15861: Fix inconsistent additive light spanning 180 degrees for water angles in Mid quality.
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@ -602,7 +602,10 @@ void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& li
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shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE2, 0.1f + 0.2f*sunAngle);
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shader->uniform1i(LLShaderMgr::WATER_EDGE_FACTOR, edge ? 1 : 0);
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LLVector4 rotated_light_direction = LLEnvironment::instance().getRotatedLightNorm();
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// SL-15861 This was changed from getRotatedLightNorm() as it was causing
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// lightnorm in shaders\class1\windlight\atmosphericsFuncs.glsl in have inconsistent additive lighting for 180 degrees of the FOV.
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LLVector4 rotated_light_direction = LLEnvironment::instance().getClampedLightNorm();
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shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, rotated_light_direction.mV);
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shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV);
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