Make all GLSL shaders use the same set of uniforms.

This commit is contained in:
SmileTheory 2013-03-20 22:53:30 -07:00
parent 9bfff1363e
commit 8b23985358
7 changed files with 399 additions and 592 deletions

View file

@ -902,8 +902,8 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
GLSL_BindProgram(&tr.textureColorShader);
GLSL_SetUniformMatrix16(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, colorWhite);
GLSL_SetUniformMatrix16(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, colorWhite);
RB_InstantQuad2(quadVerts, texCoords);
}
@ -1143,11 +1143,11 @@ const void *RB_DrawSurfs( const void *data ) {
GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
GLSL_SetUniformMatrix16(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
GLSL_SetUniformMatrix16(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
GLSL_SetUniformMatrix16(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg);
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg);
{
vec4_t viewInfo;
vec3_t viewVector;
@ -1159,15 +1159,15 @@ const void *RB_DrawSurfs( const void *data ) {
float zmin = r_znear->value;
VectorScale(backEnd.refdef.viewaxis[0], zmax, viewVector);
GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWFORWARD, viewVector);
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWFORWARD, viewVector);
VectorScale(backEnd.refdef.viewaxis[1], xmax, viewVector);
GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWLEFT, viewVector);
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWLEFT, viewVector);
VectorScale(backEnd.refdef.viewaxis[2], ymax, viewVector);
GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWUP, viewVector);
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWUP, viewVector);
VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
GLSL_SetUniformVec4(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWINFO, viewInfo);
GLSL_SetUniformVec4(&tr.shadowmaskShader, UNIFORM_VIEWINFO, viewInfo);
}
@ -1208,7 +1208,7 @@ const void *RB_DrawSurfs( const void *data ) {
VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
GLSL_SetUniformVec4(&tr.ssaoShader, SSAO_UNIFORM_VIEWINFO, viewInfo);
GLSL_SetUniformVec4(&tr.ssaoShader, UNIFORM_VIEWINFO, viewInfo);
}
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
@ -1232,7 +1232,7 @@ const void *RB_DrawSurfs( const void *data ) {
VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
GLSL_SetUniformVec4(&tr.depthBlurShader[0], DEPTHBLUR_UNIFORM_VIEWINFO, viewInfo);
GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo);
}
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
@ -1256,7 +1256,7 @@ const void *RB_DrawSurfs( const void *data ) {
VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
GLSL_SetUniformVec4(&tr.depthBlurShader[1], DEPTHBLUR_UNIFORM_VIEWINFO, viewInfo);
GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo);
}