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

@ -228,8 +228,8 @@ void RB_InstantQuad(vec4_t quadVerts[4])
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);
}
@ -614,9 +614,9 @@ static void RB_SurfaceBeam( void )
GLSL_VertexAttribsState(ATTR_POSITION);
GLSL_BindProgram(sp);
GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, colorRed);
GLSL_SetUniformVec4(sp, UNIFORM_COLOR, colorRed);
R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);