void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const { if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) { LLGLDisable blend(GL_BLEND); sky_shader->bind(); /// Render the skydome renderDome(camHeightLocal, sky_shader); sky_shader->unbind(); } }
void LLDrawPoolWLSky::renderSkyClouds(F32 camHeightLocal) const { if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && sCloudNoiseTexture.notNull()) { LLGLEnable blend(GL_BLEND); gGL.setSceneBlendType(LLRender::BT_ALPHA); gGL.getTexUnit(0)->bind(sCloudNoiseTexture); cloud_shader->bind(); /// Render the skydome renderDome(camHeightLocal, cloud_shader); cloud_shader->unbind(); } }
void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const { if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) { LLGLSLShader* shader = LLPipeline::sUnderWaterRender ? &gObjectSimpleWaterProgram : &gWLSkyProgram; LLGLDisable blend(GL_BLEND); shader->bind(); /// Render the skydome renderDome(camHeightLocal, shader); shader->unbind(); } }
void LLDrawPoolWLSky::renderSkyClouds(F32 camHeightLocal) const { if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_WL_CLOUDS)) { LLGLSLShader* shader = LLPipeline::sUnderWaterRender ? &gObjectSimpleWaterProgram : &gWLCloudProgram; LLGLEnable blend(GL_BLEND); LLGLSBlendFunc blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); gGL.getTexUnit(0)->bind(sCloudNoiseTexture); shader->bind(); /// Render the skydome renderDome(camHeightLocal, shader); shader->unbind(); } }