Make all GLSL shaders use the same set of uniforms.
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@@ -767,11 +767,11 @@ void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexS
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GLSL_BindProgram(shaderProgram);
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GLSL_SetUniformMatrix16(shaderProgram, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, projection);
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GLSL_SetUniformVec4(shaderProgram, TEXTURECOLOR_UNIFORM_COLOR, color);
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GLSL_SetUniformVec2(shaderProgram, TEXTURECOLOR_UNIFORM_INVTEXRES, invTexRes);
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GLSL_SetUniformVec2(shaderProgram, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
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GLSL_SetUniformVec3(shaderProgram, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);
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GLSL_SetUniformMatrix16(shaderProgram, UNIFORM_MODELVIEWPROJECTIONMATRIX, projection);
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GLSL_SetUniformVec4(shaderProgram, UNIFORM_COLOR, color);
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GLSL_SetUniformVec2(shaderProgram, UNIFORM_INVTEXRES, invTexRes);
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GLSL_SetUniformVec2(shaderProgram, UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
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GLSL_SetUniformVec3(shaderProgram, UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);
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RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
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