diff --git a/code/renderergl2/glsl/generic_vp.glsl b/code/renderergl2/glsl/generic_vp.glsl index a0055263..e6af9f81 100644 --- a/code/renderergl2/glsl/generic_vp.glsl +++ b/code/renderergl2/glsl/generic_vp.glsl @@ -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 diff --git a/code/renderergl2/glsl/lightall_vp.glsl b/code/renderergl2/glsl/lightall_vp.glsl index 428cf1e6..8ff5e7bb 100644 --- a/code/renderergl2/glsl/lightall_vp.glsl +++ b/code/renderergl2/glsl/lightall_vp.glsl @@ -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 diff --git a/code/renderergl2/tr_glsl.c b/code/renderergl2/tr_glsl.c index 86cca599..2c834f10 100644 --- a/code/renderergl2/tr_glsl.c +++ b/code/renderergl2/tr_glsl.c @@ -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 }, diff --git a/code/renderergl2/tr_local.h b/code/renderergl2/tr_local.h index adbb3d59..4ee61fde 100644 --- a/code/renderergl2/tr_local.h +++ b/code/renderergl2/tr_local.h @@ -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, diff --git a/code/renderergl2/tr_shade.c b/code/renderergl2/tr_shade.c index 5300898c..21f9543a 100644 --- a/code/renderergl2/tr_shade.c +++ b/code/renderergl2/tr_shade.c @@ -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) diff --git a/code/renderergl2/tr_sky.c b/code/renderergl2/tr_sky.c index 94f68d26..c79f48f5 100644 --- a/code/renderergl2/tr_sky.c +++ b/code/renderergl2/tr_sky.c @@ -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); }