OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
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@@ -243,7 +243,7 @@ void RB_InstantQuad(vec4_t quadVerts[4])
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GLSL_BindProgram(&tr.textureColorShader);
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GLSL_SetUniformMatrix16(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformMat4(&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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@@ -630,7 +630,7 @@ 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, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformVec4(sp, UNIFORM_COLOR, colorRed);
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