OpenGL2: Reduce glsl shader count by using a uniform to disable textures.
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7 changed files with 147 additions and 154 deletions
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@ -680,12 +680,10 @@ enum
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LIGHTDEF_LIGHTTYPE_MASK = 0x0003,
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LIGHTDEF_ENTITY = 0x0004,
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LIGHTDEF_USE_TCGEN_AND_TCMOD = 0x0008,
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LIGHTDEF_USE_DELUXEMAP = 0x0010,
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LIGHTDEF_USE_PARALLAXMAP = 0x0020,
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LIGHTDEF_USE_SHADOWMAP = 0x0040,
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LIGHTDEF_USE_CUBEMAP = 0x0080,
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LIGHTDEF_ALL = 0x00FF,
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LIGHTDEF_COUNT = 0x0100
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LIGHTDEF_USE_PARALLAXMAP = 0x0010,
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LIGHTDEF_USE_SHADOWMAP = 0x0020,
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LIGHTDEF_ALL = 0x003F,
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LIGHTDEF_COUNT = 0x0040
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};
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enum
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@ -722,6 +720,8 @@ typedef enum
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UNIFORM_SHADOWMVP2,
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UNIFORM_SHADOWMVP3,
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UNIFORM_ENABLETEXTURES,
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UNIFORM_DIFFUSETEXMATRIX,
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UNIFORM_DIFFUSETEXOFFTURB,
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UNIFORM_TEXTURE1ENV,
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@ -1609,7 +1609,6 @@ typedef struct {
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image_t *fogImage;
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image_t *dlightImage; // inverse-quare highlight for projective adding
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image_t *flareImage;
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image_t *greyImage; // full of 0x80
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image_t *whiteImage; // full of 0xff
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image_t *identityLightImage; // full of tr.identityLightByte
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