Renderer update. Incl mac fixes, DoF improvements, windlight floater code cleanup. (shining-fixes merge)
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@@ -102,10 +102,10 @@ LLWaterParamManager::~LLWaterParamManager()
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void LLWaterParamManager::loadAllPresets()
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{
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// First, load system (coming out of the box) water presets.
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loadPresetsFromDir(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight/water", ""));
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loadPresetsFromDir(getSysDir());
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// Then load user presets. Note that user day presets will modify any system ones already loaded.
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loadPresetsFromDir(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight/water", ""));
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loadPresetsFromDir(getUserDir());
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}
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void LLWaterParamManager::loadPresetsFromDir(const std::string& dir)
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@@ -327,7 +327,7 @@ void LLWaterParamManager::updateShaderUniforms(LLGLSLShader * shader)
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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->uniform4f("distance_multiplier", 0, 0, 0, 0);
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shader->uniform1f("distance_multiplier", 0);
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}
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}
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@@ -349,7 +349,7 @@ void LLWaterParamManager::applyParams(const LLSD& params, bool interpolate)
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}
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}
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//static LLFastTimer::DeclareTimer FTM_UPDATE_WATERPARAM("Update Water Params");
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static LLFastTimer::DeclareTimer FTM_UPDATE_WATERPARAM("Update Water Params");
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void LLWaterParamManager::updateShaderLinks()
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{
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@@ -375,7 +375,7 @@ void LLWaterParamManager::updateShaderLinks()
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void LLWaterParamManager::update(LLViewerCamera * cam)
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{
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//LLFastTimer ftm(LLFastTimer::FTM_UPDATE_WLPARAM);
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LLFastTimer ftm(FTM_UPDATE_WATERPARAM);
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// update the shaders and the menu
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propagateParameters();
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