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authorDave Parks <davep@lindenlab.com>2023-02-03 17:18:39 -0600
committerDave Parks <davep@lindenlab.com>2023-02-03 17:18:39 -0600
commit830cb6b66551025285120fb628f0b5ebf3841756 (patch)
tree668e10bab4f075bca49f006017e7dfccfd8096ce /indra/newview/lldrawpoolavatar.cpp
parent4259ea79535e88ef6d8ec8415c53c28d0c2d89ac (diff)
SL-19148 Decruft some forward shaders and drawpools. Fix HUDs being in wrong color space.
Diffstat (limited to 'indra/newview/lldrawpoolavatar.cpp')
-rw-r--r--indra/newview/lldrawpoolavatar.cpp41
1 files changed, 0 insertions, 41 deletions
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index 8a3ab20ab4..9820202f9b 100644
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -520,14 +520,6 @@ void LLDrawPoolAvatar::beginRigid()
{ //eyeballs render with the specular shader
sVertexProgram->bind();
sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
- if (LLPipeline::sRenderingHUDs)
- {
- sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
- }
- else
- {
- sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
- }
}
}
else
@@ -586,14 +578,6 @@ void LLDrawPoolAvatar::beginDeferredRigid()
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->bind();
sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
- if (LLPipeline::sRenderingHUDs)
- {
- sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
- }
- else
- {
- sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
- }
}
void LLDrawPoolAvatar::endDeferredRigid()
@@ -641,14 +625,6 @@ void LLDrawPoolAvatar::beginSkinned()
sVertexProgram->bind();
sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
- if (LLPipeline::sRenderingHUDs)
- {
- sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
- }
- else
- {
- sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
- }
gGL.getTexUnit(0)->activate();
}
else
@@ -658,14 +634,6 @@ void LLDrawPoolAvatar::beginSkinned()
// software skinning, use a basic shader for windlight.
// TODO: find a better fallback method for software skinning.
sVertexProgram->bind();
- if (LLPipeline::sRenderingHUDs)
- {
- sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
- }
- else
- {
- sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
- }
}
}
@@ -708,15 +676,6 @@ void LLDrawPoolAvatar::beginDeferredSkinned()
sVertexProgram->bind();
sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
- if (LLPipeline::sRenderingHUDs)
- {
- sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
- }
- else
- {
- sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
- }
-
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
gGL.getTexUnit(0)->activate();
}