OpenGL2: Fix applying tcMod turb

Shader stage tcMods for matrix and turb effects need to be applied in
order for turb to be correct and all tcMod turb need to be applied
instead of only the last one.

Quake 3's textures/liquids/slime1 had tcMod turb and then tcMod scale.
OpenGL2 applied the matrix first and then turb which had the wrong result.
This commit is contained in:
Zack Middleton 2024-01-06 08:20:30 -06:00
parent 5ede35d8dd
commit 93abc60a5b
6 changed files with 190 additions and 77 deletions

View File

@ -16,8 +16,16 @@ attribute vec4 attr_TexCoord0;
attribute vec4 attr_TexCoord1;
#endif
uniform vec4 u_DiffuseTexMatrix;
uniform vec4 u_DiffuseTexOffTurb;
#if defined(USE_TCMOD)
uniform vec4 u_DiffuseTexMatrix0;
uniform vec4 u_DiffuseTexMatrix1;
uniform vec4 u_DiffuseTexMatrix2;
uniform vec4 u_DiffuseTexMatrix3;
uniform vec4 u_DiffuseTexMatrix4;
uniform vec4 u_DiffuseTexMatrix5;
uniform vec4 u_DiffuseTexMatrix6;
uniform vec4 u_DiffuseTexMatrix7;
#endif
#if defined(USE_TCGEN) || defined(USE_RGBAGEN)
uniform vec3 u_LocalViewOrigin;
@ -140,19 +148,28 @@ vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3
#endif
#if defined(USE_TCMOD)
vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix[8])
{
float amplitude = offTurb.z;
float phase = offTurb.w * 2.0 * M_PI;
vec2 st2;
st2.x = st.x * texMatrix.x + (st.y * texMatrix.z + offTurb.x);
st2.y = st.x * texMatrix.y + (st.y * texMatrix.w + offTurb.y);
vec2 st2 = st;
vec2 offsetPos = vec2(position.x + position.z, position.y);
vec2 texOffset = sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(phase));
return st2 + texOffset * amplitude;
st2 = vec2(st2.x * texMatrix[0].x + st2.y * texMatrix[0].y + texMatrix[0].z,
st2.x * texMatrix[1].x + st2.y * texMatrix[1].y + texMatrix[1].z);
st2 += texMatrix[0].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[1].w * 2.0 * M_PI));
st2 = vec2(st2.x * texMatrix[2].x + st2.y * texMatrix[2].y + texMatrix[2].z,
st2.x * texMatrix[3].x + st2.y * texMatrix[3].y + texMatrix[3].z);
st2 += texMatrix[2].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[3].w * 2.0 * M_PI));
st2 = vec2(st2.x * texMatrix[4].x + st2.y * texMatrix[4].y + texMatrix[4].z,
st2.x * texMatrix[5].x + st2.y * texMatrix[5].y + texMatrix[5].z);
st2 += texMatrix[4].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[5].w * 2.0 * M_PI));
st2 = vec2(st2.x * texMatrix[6].x + st2.y * texMatrix[6].y + texMatrix[6].z,
st2.x * texMatrix[7].x + st2.y * texMatrix[7].y + texMatrix[7].z);
st2 += texMatrix[6].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[7].w * 2.0 * M_PI));
return st2;
}
#endif
@ -236,7 +253,16 @@ void main()
#endif
#if defined(USE_TCMOD)
var_DiffuseTex = ModTexCoords(tex, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
vec4 diffuseTexMatrix[8];
diffuseTexMatrix[0] = u_DiffuseTexMatrix0;
diffuseTexMatrix[1] = u_DiffuseTexMatrix1;
diffuseTexMatrix[2] = u_DiffuseTexMatrix2;
diffuseTexMatrix[3] = u_DiffuseTexMatrix3;
diffuseTexMatrix[4] = u_DiffuseTexMatrix4;
diffuseTexMatrix[5] = u_DiffuseTexMatrix5;
diffuseTexMatrix[6] = u_DiffuseTexMatrix6;
diffuseTexMatrix[7] = u_DiffuseTexMatrix7;
var_DiffuseTex = ModTexCoords(tex, position, diffuseTexMatrix);
#else
var_DiffuseTex = tex;
#endif

View File

@ -37,8 +37,14 @@ uniform vec3 u_LocalViewOrigin;
#endif
#if defined(USE_TCMOD)
uniform vec4 u_DiffuseTexMatrix;
uniform vec4 u_DiffuseTexOffTurb;
uniform vec4 u_DiffuseTexMatrix0;
uniform vec4 u_DiffuseTexMatrix1;
uniform vec4 u_DiffuseTexMatrix2;
uniform vec4 u_DiffuseTexMatrix3;
uniform vec4 u_DiffuseTexMatrix4;
uniform vec4 u_DiffuseTexMatrix5;
uniform vec4 u_DiffuseTexMatrix6;
uniform vec4 u_DiffuseTexMatrix7;
#endif
uniform mat4 u_ModelViewProjectionMatrix;
@ -114,19 +120,28 @@ vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3
#endif
#if defined(USE_TCMOD)
vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix[8])
{
float amplitude = offTurb.z;
float phase = offTurb.w * 2.0 * M_PI;
vec2 st2;
st2.x = st.x * texMatrix.x + (st.y * texMatrix.z + offTurb.x);
st2.y = st.x * texMatrix.y + (st.y * texMatrix.w + offTurb.y);
vec2 st2 = st;
vec2 offsetPos = vec2(position.x + position.z, position.y);
vec2 texOffset = sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(phase));
st2 = vec2(st2.x * texMatrix[0].x + st2.y * texMatrix[0].y + texMatrix[0].z,
st2.x * texMatrix[1].x + st2.y * texMatrix[1].y + texMatrix[1].z);
st2 += texMatrix[0].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[1].w * 2.0 * M_PI));
return st2 + texOffset * amplitude;
st2 = vec2(st2.x * texMatrix[2].x + st2.y * texMatrix[2].y + texMatrix[2].z,
st2.x * texMatrix[3].x + st2.y * texMatrix[3].y + texMatrix[3].z);
st2 += texMatrix[2].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[3].w * 2.0 * M_PI));
st2 = vec2(st2.x * texMatrix[4].x + st2.y * texMatrix[4].y + texMatrix[4].z,
st2.x * texMatrix[5].x + st2.y * texMatrix[5].y + texMatrix[5].z);
st2 += texMatrix[4].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[5].w * 2.0 * M_PI));
st2 = vec2(st2.x * texMatrix[6].x + st2.y * texMatrix[6].y + texMatrix[6].z,
st2.x * texMatrix[7].x + st2.y * texMatrix[7].y + texMatrix[7].z);
st2 += texMatrix[6].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[7].w * 2.0 * M_PI));
return st2;
}
#endif
@ -183,7 +198,16 @@ void main()
#endif
#if defined(USE_TCMOD)
var_TexCoords.xy = ModTexCoords(texCoords, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
vec4 diffuseTexMatrix[8];
diffuseTexMatrix[0] = u_DiffuseTexMatrix0;
diffuseTexMatrix[1] = u_DiffuseTexMatrix1;
diffuseTexMatrix[2] = u_DiffuseTexMatrix2;
diffuseTexMatrix[3] = u_DiffuseTexMatrix3;
diffuseTexMatrix[4] = u_DiffuseTexMatrix4;
diffuseTexMatrix[5] = u_DiffuseTexMatrix5;
diffuseTexMatrix[6] = u_DiffuseTexMatrix6;
diffuseTexMatrix[7] = u_DiffuseTexMatrix7;
var_TexCoords.xy = ModTexCoords(texCoords, position, diffuseTexMatrix);
#else
var_TexCoords.xy = texCoords;
#endif

View File

@ -88,8 +88,14 @@ static uniformInfo_t uniformsInfo[] =
{ "u_EnableTextures", GLSL_VEC4 },
{ "u_DiffuseTexMatrix", GLSL_VEC4 },
{ "u_DiffuseTexOffTurb", GLSL_VEC4 },
{ "u_DiffuseTexMatrix0", GLSL_VEC4 },
{ "u_DiffuseTexMatrix1", GLSL_VEC4 },
{ "u_DiffuseTexMatrix2", GLSL_VEC4 },
{ "u_DiffuseTexMatrix3", GLSL_VEC4 },
{ "u_DiffuseTexMatrix4", GLSL_VEC4 },
{ "u_DiffuseTexMatrix5", GLSL_VEC4 },
{ "u_DiffuseTexMatrix6", GLSL_VEC4 },
{ "u_DiffuseTexMatrix7", GLSL_VEC4 },
{ "u_TCGen0", GLSL_INT },
{ "u_TCGen0Vector0", GLSL_VEC3 },

View File

@ -637,8 +637,14 @@ typedef enum
UNIFORM_ENABLETEXTURES,
UNIFORM_DIFFUSETEXMATRIX,
UNIFORM_DIFFUSETEXOFFTURB,
UNIFORM_DIFFUSETEXMATRIX0,
UNIFORM_DIFFUSETEXMATRIX1,
UNIFORM_DIFFUSETEXMATRIX2,
UNIFORM_DIFFUSETEXMATRIX3,
UNIFORM_DIFFUSETEXMATRIX4,
UNIFORM_DIFFUSETEXMATRIX5,
UNIFORM_DIFFUSETEXMATRIX6,
UNIFORM_DIFFUSETEXMATRIX7,
UNIFORM_TCGEN0,
UNIFORM_TCGEN0VECTOR0,

View File

@ -181,33 +181,30 @@ extern float EvalWaveForm( const waveForm_t *wf );
extern float EvalWaveFormClamped( const waveForm_t *wf );
static void ComputeTexMods( shaderStage_t *pStage, int bundleNum, float *outMatrix, float *outOffTurb)
static void ComputeTexMods( shaderStage_t *pStage, int bundleNum, vec4_t outMatrix[8])
{
int tm;
float matrix[6], currentmatrix[6];
float matrix[6];
float tmpmatrix[6];
float currentmatrix[6];
float turb[2];
textureBundle_t *bundle = &pStage->bundle[bundleNum];
matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = 0.0f;
matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = 0.0f;
qboolean hasTurb = qfalse;
currentmatrix[0] = 1.0f; currentmatrix[2] = 0.0f; currentmatrix[4] = 0.0f;
currentmatrix[1] = 0.0f; currentmatrix[3] = 1.0f; currentmatrix[5] = 0.0f;
outMatrix[0] = 1.0f; outMatrix[2] = 0.0f;
outMatrix[1] = 0.0f; outMatrix[3] = 1.0f;
outOffTurb[0] = 0.0f; outOffTurb[1] = 0.0f; outOffTurb[2] = 0.0f; outOffTurb[3] = 0.0f;
for ( tm = 0; tm < bundle->numTexMods ; tm++ ) {
switch ( bundle->texMods[tm].type )
{
case TMOD_NONE:
tm = TR_MAX_TEXMODS; // break out of for loop
matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = 0.0f;
matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = 0.0f;
break;
case TMOD_TURBULENT:
RB_CalcTurbulentFactors(&bundle->texMods[tm].wave, &outOffTurb[2], &outOffTurb[3]);
RB_CalcTurbulentFactors(&bundle->texMods[tm].wave, &turb[0], &turb[1]);
break;
case TMOD_ENTITY_TRANSLATE:
@ -246,35 +243,68 @@ static void ComputeTexMods( shaderStage_t *pStage, int bundleNum, float *outMatr
switch ( bundle->texMods[tm].type )
{
case TMOD_NONE:
case TMOD_TURBULENT:
default:
outMatrix[tm*2+0][0] = 1; outMatrix[tm*2+0][1] = 0; outMatrix[tm*2+0][2] = 0;
outMatrix[tm*2+1][0] = 0; outMatrix[tm*2+1][1] = 1; outMatrix[tm*2+1][2] = 0;
outMatrix[tm*2+0][3] = turb[0];
outMatrix[tm*2+1][3] = turb[1];
hasTurb = qtrue;
break;
case TMOD_NONE:
case TMOD_ENTITY_TRANSLATE:
case TMOD_SCROLL:
case TMOD_SCALE:
case TMOD_STRETCH:
case TMOD_TRANSFORM:
case TMOD_ROTATE:
outMatrix[0] = matrix[0] * currentmatrix[0] + matrix[2] * currentmatrix[1];
outMatrix[1] = matrix[1] * currentmatrix[0] + matrix[3] * currentmatrix[1];
default:
outMatrix[tm*2+0][0] = matrix[0]; outMatrix[tm*2+0][1] = matrix[2]; outMatrix[tm*2+0][2] = matrix[4];
outMatrix[tm*2+1][0] = matrix[1]; outMatrix[tm*2+1][1] = matrix[3]; outMatrix[tm*2+1][2] = matrix[5];
outMatrix[2] = matrix[0] * currentmatrix[2] + matrix[2] * currentmatrix[3];
outMatrix[3] = matrix[1] * currentmatrix[2] + matrix[3] * currentmatrix[3];
outMatrix[tm*2+0][3] = 0;
outMatrix[tm*2+1][3] = 0;
outOffTurb[0] = matrix[0] * currentmatrix[4] + matrix[2] * currentmatrix[5] + matrix[4];
outOffTurb[1] = matrix[1] * currentmatrix[4] + matrix[3] * currentmatrix[5] + matrix[5];
tmpmatrix[0] = matrix[0] * currentmatrix[0] + matrix[2] * currentmatrix[1];
tmpmatrix[1] = matrix[1] * currentmatrix[0] + matrix[3] * currentmatrix[1];
currentmatrix[0] = outMatrix[0];
currentmatrix[1] = outMatrix[1];
currentmatrix[2] = outMatrix[2];
currentmatrix[3] = outMatrix[3];
currentmatrix[4] = outOffTurb[0];
currentmatrix[5] = outOffTurb[1];
tmpmatrix[2] = matrix[0] * currentmatrix[2] + matrix[2] * currentmatrix[3];
tmpmatrix[3] = matrix[1] * currentmatrix[2] + matrix[3] * currentmatrix[3];
tmpmatrix[4] = matrix[0] * currentmatrix[4] + matrix[2] * currentmatrix[5] + matrix[4];
tmpmatrix[5] = matrix[1] * currentmatrix[4] + matrix[3] * currentmatrix[5] + matrix[5];
currentmatrix[0] = tmpmatrix[0];
currentmatrix[1] = tmpmatrix[1];
currentmatrix[2] = tmpmatrix[2];
currentmatrix[3] = tmpmatrix[3];
currentmatrix[4] = tmpmatrix[4];
currentmatrix[5] = tmpmatrix[5];
break;
}
}
// if turb isn't used, only one matrix is needed
if ( !hasTurb ) {
tm = 0;
outMatrix[tm*2+0][0] = currentmatrix[0]; outMatrix[tm*2+0][1] = currentmatrix[2]; outMatrix[tm*2+0][2] = currentmatrix[4];
outMatrix[tm*2+1][0] = currentmatrix[1]; outMatrix[tm*2+1][1] = currentmatrix[3]; outMatrix[tm*2+1][2] = currentmatrix[5];
outMatrix[tm*2+0][3] = 0;
outMatrix[tm*2+1][3] = 0;
tm++;
}
for ( ; tm < TR_MAX_TEXMODS ; tm++ ) {
outMatrix[tm*2+0][0] = 1; outMatrix[tm*2+0][1] = 0; outMatrix[tm*2+0][2] = 0;
outMatrix[tm*2+1][0] = 0; outMatrix[tm*2+1][1] = 1; outMatrix[tm*2+1][2] = 0;
outMatrix[tm*2+0][3] = 0;
outMatrix[tm*2+1][3] = 0;
}
}
@ -665,8 +695,7 @@ static void ForwardDlight( void ) {
dlight_t *dl;
shaderProgram_t *sp;
vec4_t vector;
vec4_t texMatrix;
vec4_t texOffTurb;
vec4_t texMatrix[8];
if ( !( tess.dlightBits & ( 1 << l ) ) ) {
continue; // this surface definitely doesn't have any of this light
@ -792,9 +821,15 @@ static void ForwardDlight( void ) {
if (r_dlightMode->integer >= 2)
GL_BindToTMU(tr.shadowCubemaps[l], TB_SHADOWMAP);
ComputeTexMods( pStage, TB_DIFFUSEMAP, texMatrix, texOffTurb );
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, texMatrix);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, texOffTurb);
ComputeTexMods( pStage, TB_DIFFUSEMAP, texMatrix );
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX0, texMatrix[0]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX1, texMatrix[1]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX2, texMatrix[2]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX3, texMatrix[3]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX4, texMatrix[4]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX5, texMatrix[5]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX6, texMatrix[6]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX7, texMatrix[7]);
GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen);
@ -996,8 +1031,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
{
shaderStage_t *pStage = input->xstages[stage];
shaderProgram_t *sp;
vec4_t texMatrix;
vec4_t texOffTurb;
vec4_t texMatrix[8];
if ( !pStage )
{
@ -1184,19 +1218,31 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
if (r_lightmap->integer)
{
vec4_t v;
VectorSet4(v, 1.0f, 0.0f, 0.0f, 1.0f);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, v);
VectorSet4(v, 0.0f, 0.0f, 0.0f, 0.0f);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, v);
vec4_t st[2];
VectorSet4(st[0], 1.0f, 0.0f, 0.0f, 0.0f);
VectorSet4(st[1], 0.0f, 1.0f, 0.0f, 0.0f);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX0, st[0]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX1, st[1]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX2, st[0]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX3, st[1]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX4, st[0]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX5, st[1]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX6, st[0]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX7, st[1]);
GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, TCGEN_LIGHTMAP);
}
else
{
ComputeTexMods(pStage, TB_DIFFUSEMAP, texMatrix, texOffTurb);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, texMatrix);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, texOffTurb);
ComputeTexMods(pStage, TB_DIFFUSEMAP, texMatrix);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX0, texMatrix[0]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX1, texMatrix[1]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX2, texMatrix[2]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX3, texMatrix[3]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX4, texMatrix[4]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX5, texMatrix[5]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX6, texMatrix[6]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX7, texMatrix[7]);
GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen);
if (pStage->bundle[0].tcGen == TCGEN_VECTOR)

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@ -435,7 +435,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
*/
{
shaderProgram_t *sp = &tr.lightallShader[0];
vec4_t vector;
vec4_t st[2];
GLSL_BindProgram(sp);
@ -453,11 +453,16 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
color[3] = 0.0f;
GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, color);
VectorSet4(vector, 1.0, 0.0, 0.0, 1.0);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector);
VectorSet4(vector, 0.0, 0.0, 0.0, 0.0);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector);
VectorSet4(st[0], 1.0f, 0.0f, 0.0f, 0.0f);
VectorSet4(st[1], 0.0f, 1.0f, 0.0f, 0.0f);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX0, st[0]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX1, st[1]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX2, st[0]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX3, st[1]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX4, st[0]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX5, st[1]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX6, st[0]);
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX7, st[1]);
GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0);
}