OpenGL2: remove lightmap support from generic glsl shader.
This path was barely used and doing this compiles fewer shaders.
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6 changed files with 3 additions and 238 deletions
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@ -90,7 +90,6 @@ static uniformInfo_t uniformsInfo[] =
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{ "u_DiffuseTexMatrix", GLSL_VEC4 },
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{ "u_DiffuseTexOffTurb", GLSL_VEC4 },
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{ "u_Texture1Env", GLSL_INT },
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{ "u_TCGen0", GLSL_INT },
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{ "u_TCGen0Vector0", GLSL_VEC3 },
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@ -919,12 +918,6 @@ void GLSL_InitGPUShaders(void)
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if (i & GENERICDEF_USE_RGBAGEN)
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Q_strcat(extradefines, 1024, "#define USE_RGBAGEN\n");
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if (i & GENERICDEF_USE_LIGHTMAP)
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Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");
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if (r_hdr->integer && !glRefConfig.floatLightmap)
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Q_strcat(extradefines, 1024, "#define RGBM_LIGHTMAP\n");
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if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp))
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{
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ri.Error(ERR_FATAL, "Could not load generic shader!");
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@ -1495,11 +1488,6 @@ shaderProgram_t *GLSL_GetGenericShaderProgram(int stage)
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shaderAttribs |= GENERICDEF_USE_FOG;
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}
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if (pStage->bundle[1].image[0] && tess.shader->multitextureEnv)
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{
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shaderAttribs |= GENERICDEF_USE_LIGHTMAP;
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}
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switch (pStage->rgbGen)
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{
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case CGEN_LIGHTING_DIFFUSE:
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