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https://github.com/ReactionQuake3/reaction.git
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MacOS X fixes
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parent
3ae23b9fab
commit
5ec84cbc04
3 changed files with 8 additions and 10 deletions
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@ -46,17 +46,16 @@ varying vec4 var_Color;
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varying vec3 var_Position;
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varying vec3 var_Position;
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#endif
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#endif
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#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
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#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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varying vec3 var_SampleToView;
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varying vec3 var_SampleToView;
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#endif
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#endif
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#if !defined(USE_FAST_LIGHT)
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#if !defined(USE_FAST_LIGHT)
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varying vec3 var_Normal;
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varying vec3 var_Normal;
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#endif
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#if defined(USE_VERT_TANGENT_SPACE)
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#if defined(USE_VERT_TANGENT_SPACE)
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varying vec3 var_Tangent;
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varying vec3 var_Tangent;
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varying vec3 var_Bitangent;
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varying vec3 var_Bitangent;
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#endif
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#endif
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#endif
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varying vec3 var_VertLight;
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varying vec3 var_VertLight;
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@ -233,7 +232,7 @@ void main()
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vec3 directedLight = var_VertLight;
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vec3 directedLight = var_VertLight;
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#endif
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#endif
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#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
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#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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vec3 SampleToView = normalize(var_SampleToView);
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vec3 SampleToView = normalize(var_SampleToView);
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#endif
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#endif
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vec2 tex = var_DiffuseTex;
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vec2 tex = var_DiffuseTex;
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@ -152,9 +152,6 @@ void main()
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#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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vec3 SampleToView = u_ViewOrigin - position.xyz;
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vec3 SampleToView = u_ViewOrigin - position.xyz;
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#endif
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#if defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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var_SampleToView = SampleToView;
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var_SampleToView = SampleToView;
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#endif
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#endif
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@ -334,7 +334,7 @@ static int GLSL_LoadGPUShaderText(const char *name, const char *fallback,
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return result;
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return result;
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}
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}
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static void GLSL_LinkProgram(GLhandleARB program)
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static void GLSL_LinkProgram(GLhandleARB program, char *vpCode, char *fpCode)
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{
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{
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GLint linked;
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GLint linked;
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@ -344,6 +344,8 @@ static void GLSL_LinkProgram(GLhandleARB program)
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if(!linked)
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if(!linked)
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{
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{
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GLSL_PrintInfoLog(program, qfalse);
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GLSL_PrintInfoLog(program, qfalse);
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ri.Printf(PRINT_ALL, "vpCode:\n%s\n", vpCode);
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ri.Printf(PRINT_ALL, "fpCode:\n%s\n", fpCode);
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ri.Error(ERR_DROP, "\nshaders failed to link");
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ri.Error(ERR_DROP, "\nshaders failed to link");
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}
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}
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}
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}
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@ -467,7 +469,7 @@ static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int
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qglBindAttribLocationARB(program->program, ATTR_INDEX_BITANGENT2, "attr_Bitangent2");
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qglBindAttribLocationARB(program->program, ATTR_INDEX_BITANGENT2, "attr_Bitangent2");
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#endif
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#endif
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GLSL_LinkProgram(program->program);
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GLSL_LinkProgram(program->program, vpCode, fpCode);
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program->numUniforms = numUniforms;
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program->numUniforms = numUniforms;
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