Use LLStaticHashedString for faster uniform lookup.
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@@ -320,12 +320,12 @@ void LLWaterParamManager::updateShaderUniforms(LLGLSLShader * shader)
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if (shader->mShaderGroup == LLGLSLShader::SG_WATER)
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{
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shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, LLWLParamManager::getInstance()->getRotatedLightDir().mV);
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shader->uniform3fv("camPosLocal", 1, LLViewerCamera::getInstance()->getOrigin().mV);
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shader->uniform4fv("waterFogColor", 1, LLDrawPoolWater::sWaterFogColor.mV);
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shader->uniform4fv("waterPlane", 1, mWaterPlane.mV);
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shader->uniform1f("waterFogDensity", getFogDensity());
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shader->uniform1f("waterFogKS", mWaterFogKS);
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shader->uniform1f("distance_multiplier", 0);
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shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV);
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shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, LLDrawPoolWater::sWaterFogColor.mV);
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shader->uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, mWaterPlane.mV);
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shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, getFogDensity());
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shader->uniform1f(LLShaderMgr::WATER_FOGKS, mWaterFogKS);
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shader->uniform1f(LLViewerShaderMgr::DISTANCE_MULTIPLIER, 0);
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}
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}
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