Make all GLSL shaders use the same set of uniforms.
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9bfff1363e
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7 changed files with 399 additions and 592 deletions
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@ -429,13 +429,13 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
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GLSL_BindProgram(sp);
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GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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color[0] =
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color[1] =
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color[2] = tr.identityLight;
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color[3] = 1.0f;
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GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color);
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GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color);
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}
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*/
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{
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@ -445,25 +445,25 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
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GLSL_BindProgram(sp);
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GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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color[0] =
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color[1] =
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color[2] = tr.identityLight;
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color[3] = 1.0f;
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GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_BASECOLOR, color);
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GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, color);
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color[0] =
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color[1] =
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color[2] =
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color[3] = 0.0f;
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GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_VERTCOLOR, color);
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GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, color);
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VectorSet4(vector, 1.0, 0.0, 0.0, 1.0);
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GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, vector);
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector);
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VectorSet4(vector, 0.0, 0.0, 0.0, 0.0);
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GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXOFFTURB, vector);
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector);
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}
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R_DrawElementsVBO(tess.numIndexes - tess.firstIndex, tess.firstIndex, tess.minIndex, tess.maxIndex);
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