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OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
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6e5f8cc918
commit
c350963bf2
14 changed files with 125 additions and 125 deletions
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@ -148,7 +148,7 @@ static void DrawTris (shaderCommands_t *input) {
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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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VectorSet4(color, 1, 1, 1, 1);
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GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color);
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@ -392,7 +392,7 @@ static void ProjectDlightTexture( void ) {
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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_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
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@ -757,7 +757,7 @@ static void ForwardDlight( void ) {
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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_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
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GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.or.viewOrigin);
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@ -817,7 +817,7 @@ static void ForwardDlight( void ) {
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// where they aren't rendered
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
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GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
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if (pStage->bundle[TB_DIFFUSEMAP].image[0])
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R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP);
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@ -894,7 +894,7 @@ static void ProjectPshadowVBOGLSL( void ) {
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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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VectorCopy(origin, vector);
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vector[3] = 1.0f;
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@ -974,7 +974,7 @@ static void RB_FogPass( void ) {
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fog = tr.world->fogs + tess.fogNum;
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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_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
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@ -1132,7 +1132,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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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_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
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GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.or.viewOrigin);
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@ -1220,7 +1220,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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GLSL_SetUniformVec3(sp, UNIFORM_TCGEN0VECTOR1, vec);
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}
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GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo);
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@ -1391,9 +1391,9 @@ static void RB_RenderShadowmap( shaderCommands_t *input )
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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_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
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