Use LLStaticHashedString for faster uniform lookup.
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@@ -373,8 +373,8 @@ void LLWLParamManager::updateShaderUniforms(LLGLSLShader * shader)
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if (shader->mShaderGroup == LLGLSLShader::SG_DEFAULT)
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{
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shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, mRotatedLightDir.mV);
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shader->uniform3fv("camPosLocal", 1, LLViewerCamera::getInstance()->getOrigin().mV);
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shader->uniform4fv(LLShaderMgr::LIGHTNORM, 1, mRotatedLightDir.mV);
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shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV);
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}
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else if (shader->mShaderGroup == LLGLSLShader::SG_SKY)
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@@ -382,7 +382,7 @@ void LLWLParamManager::updateShaderUniforms(LLGLSLShader * shader)
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shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, mClampedLightDir.mV);
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}
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shader->uniform1f("scene_light_strength", mSceneLightStrength);
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shader->uniform1f(LLShaderMgr::SCENE_LIGHT_STRENGTH, mSceneLightStrength);
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}
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