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); }