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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@ -228,8 +228,8 @@ void RB_InstantQuad(vec4_t quadVerts[4])
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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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@ -614,9 +614,9 @@ static void RB_SurfaceBeam( void )
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GLSL_VertexAttribsState(ATTR_POSITION);
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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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GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, colorRed);
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GLSL_SetUniformVec4(sp, UNIFORM_COLOR, colorRed);
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R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
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