Remove redundant methods of checking if shaders are enabled. Just use LLGLSLShader::sNoFixedFunction.
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@@ -298,7 +298,7 @@ bool LLWaterParamManager::savePresetToNotecard(const std::string & name)
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void LLWaterParamManager::propagateParameters(void)
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{
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// bind the variables only if we're using shaders
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if(gPipeline.canUseVertexShaders())
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if(LLGLSLShader::sNoFixedFunction)
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{
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std::vector<LLGLSLShader*>::iterator shaders_iter=mShaderList.begin();
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for(; shaders_iter != mShaderList.end(); ++shaders_iter)
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@@ -387,7 +387,7 @@ void LLWaterParamManager::update(LLViewerCamera * cam)
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stop_glerror();
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// only do this if we're dealing with shaders
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if(gPipeline.canUseVertexShaders())
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if(LLGLSLShader::sNoFixedFunction)
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{
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//transform water plane to eye space
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LLVector4a enorm(0.f, 0.f, 1.f);
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