Make all GLSL shaders use the same set of uniforms.
This commit is contained in:
1 parent
9bfff1363e
commit
8b23985358
7 files changed
+399
-592
No files matched your search
@@ -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);
|
||||
|
||||
|
||||
Reference in new issue
Block a user