void LLWaterParamManager::propagateParameters(void)
{
	// bind the variables only if we're using shaders
	if(gPipeline.canUseVertexShaders())
	{
		std::vector<LLGLSLShader*>::iterator shaders_iter=mShaderList.begin();
		for(; shaders_iter != mShaderList.end(); ++shaders_iter)
		{
			(*shaders_iter)->mUniformsDirty = TRUE;
		}
	}

	bool err;
	F32 fog_density_slider = 
		log(mCurParams.getFloat(mFogDensity.mName, err)) / 
		log(mFogDensity.mBase);

	setDensitySliderValue(fog_density_slider);
}
void LLWaterParamManager::propagateParameters(void)
{
	// bind the variables only if we're using shaders
	if(gPipeline.canUseVertexShaders())
	{
		LLViewerShaderMgr::shader_iter shaders_iter, end_shaders;
		end_shaders = LLViewerShaderMgr::instance()->endShaders();
		for(shaders_iter = LLViewerShaderMgr::instance()->beginShaders(); shaders_iter != end_shaders; ++shaders_iter)
		{
			if (shaders_iter->mProgramObject != 0
				&& shaders_iter->mShaderGroup == LLGLSLShader::SG_WATER)
			{
				shaders_iter->mUniformsDirty = TRUE;
			}
		}
	}

	bool err;
	F32 fog_density_slider = 
		log(mCurParams.getFloat(mFogDensity.mName, err)) / 
		log(mFogDensity.mBase);

	setDensitySliderValue(fog_density_slider);
}