Make all GLSL shaders use the same set of uniforms.
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9bfff1363e
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8b23985358
7 changed files with 399 additions and 592 deletions
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@ -902,8 +902,8 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
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GLSL_BindProgram(&tr.textureColorShader);
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GLSL_SetUniformMatrix16(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, colorWhite);
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GLSL_SetUniformMatrix16(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, colorWhite);
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RB_InstantQuad2(quadVerts, texCoords);
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}
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@ -1143,11 +1143,11 @@ const void *RB_DrawSurfs( const void *data ) {
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GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
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GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
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GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
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GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
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GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
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GLSL_SetUniformMatrix16(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
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GLSL_SetUniformMatrix16(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
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GLSL_SetUniformMatrix16(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
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GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg);
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GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg);
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{
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vec4_t viewInfo;
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vec3_t viewVector;
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@ -1159,15 +1159,15 @@ const void *RB_DrawSurfs( const void *data ) {
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float zmin = r_znear->value;
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VectorScale(backEnd.refdef.viewaxis[0], zmax, viewVector);
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GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWFORWARD, viewVector);
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GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWFORWARD, viewVector);
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VectorScale(backEnd.refdef.viewaxis[1], xmax, viewVector);
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GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWLEFT, viewVector);
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GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWLEFT, viewVector);
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VectorScale(backEnd.refdef.viewaxis[2], ymax, viewVector);
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GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWUP, viewVector);
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GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWUP, viewVector);
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VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
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GLSL_SetUniformVec4(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWINFO, viewInfo);
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GLSL_SetUniformVec4(&tr.shadowmaskShader, UNIFORM_VIEWINFO, viewInfo);
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}
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@ -1208,7 +1208,7 @@ const void *RB_DrawSurfs( const void *data ) {
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VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
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GLSL_SetUniformVec4(&tr.ssaoShader, SSAO_UNIFORM_VIEWINFO, viewInfo);
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GLSL_SetUniformVec4(&tr.ssaoShader, UNIFORM_VIEWINFO, viewInfo);
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}
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RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
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@ -1232,7 +1232,7 @@ const void *RB_DrawSurfs( const void *data ) {
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VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
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GLSL_SetUniformVec4(&tr.depthBlurShader[0], DEPTHBLUR_UNIFORM_VIEWINFO, viewInfo);
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GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo);
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}
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RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
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@ -1256,7 +1256,7 @@ const void *RB_DrawSurfs( const void *data ) {
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VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
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GLSL_SetUniformVec4(&tr.depthBlurShader[1], DEPTHBLUR_UNIFORM_VIEWINFO, viewInfo);
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GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo);
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}
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