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

@ -429,13 +429,13 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
GLSL_BindProgram(sp);
GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
color[0] =
color[1] =
color[2] = tr.identityLight;
color[3] = 1.0f;
GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color);
GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color);
}
*/
{
@ -445,25 +445,25 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
GLSL_BindProgram(sp);
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
color[0] =
color[1] =
color[2] = tr.identityLight;
color[3] = 1.0f;
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_BASECOLOR, color);
GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, color);
color[0] =
color[1] =
color[2] =
color[3] = 0.0f;
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_VERTCOLOR, color);
GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, color);
VectorSet4(vector, 1.0, 0.0, 0.0, 1.0);
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, vector);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector);
VectorSet4(vector, 0.0, 0.0, 0.0, 0.0);
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXOFFTURB, vector);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector);
}
R_DrawElementsVBO(tess.numIndexes - tess.firstIndex, tess.firstIndex, tess.minIndex, tess.maxIndex);