Some cleanup
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7e5d433eea
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df5b42137c
1 changed files with 876 additions and 857 deletions
53
gl_bumparb.c
53
gl_bumparb.c
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@ -1276,7 +1276,9 @@ void ARB_drawTriangleListBump (const vertexdef_t *verts, int *indecies,
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4 normal
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4 normal
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5 (position for fragment shader, generated in vertex shader)
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5 (position for fragment shader, generated in vertex shader)
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*/
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*/
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void ARB_AddDeluxPass(vertexdef_t *verts, int *indecies, int numIndecies, shader_t *shader, int lightmapIndex) {
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void ARB_AddDeluxPass(vertexdef_t *verts, int *indecies, int numIndecies,
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shader_t *shader, int lightmapIndex)
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{
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// Setup blending
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// Setup blending
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if (shader->numstages && shader->numcolorstages)
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if (shader->numstages && shader->numcolorstages)
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{
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{
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@ -1291,7 +1293,9 @@ void ARB_AddDeluxPass(vertexdef_t *verts, int *indecies, int numIndecies, shader
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendFunc(GL_ONE, GL_ONE);
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}
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}
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} else {
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}
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else
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{
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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}
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}
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SH_SetupAlphaTest(shader);
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SH_SetupAlphaTest(shader);
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@ -1367,7 +1371,9 @@ void ARB_AddDeluxPass(vertexdef_t *verts, int *indecies, int numIndecies, shader
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GL_SelectTexture(GL_TEXTURE0_ARB);
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GL_SelectTexture(GL_TEXTURE0_ARB);
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}
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}
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void ARB_AddLightmapPass(vertexdef_t *verts, int *indecies, int numIndecies, shader_t *shader, int lightmapIndex) {
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void ARB_AddLightmapPass(vertexdef_t *verts, int *indecies, int numIndecies,
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shader_t *shader, int lightmapIndex)
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{
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if (shader->numstages && shader->numcolorstages)
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if (shader->numstages && shader->numcolorstages)
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{
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{
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if (shader->colorstages[0].src_blend >= 0)
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if (shader->colorstages[0].src_blend >= 0)
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@ -1422,7 +1428,9 @@ void ARB_AddLightmapPass(vertexdef_t *verts, int *indecies, int numIndecies, sha
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GL_SelectTexture(GL_TEXTURE0_ARB);
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GL_SelectTexture(GL_TEXTURE0_ARB);
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}
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}
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void ARB_AddLVertexColorPass(vertexdef_t *verts, int *indecies, int numIndecies, shader_t *shader) {
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void ARB_AddLVertexColorPass(vertexdef_t *verts, int *indecies,
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int numIndecies, shader_t *shader)
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{
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if (shader->numstages && shader->numcolorstages)
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if (shader->numstages && shader->numcolorstages)
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{
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{
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if (shader->colorstages[0].src_blend >= 0)
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if (shader->colorstages[0].src_blend >= 0)
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@ -1469,9 +1477,9 @@ void ARB_drawTriangleListBase (vertexdef_t *verts, int *indecies,
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{
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{
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int i;
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int i;
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if (!shader->cull) {
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if (!shader->cull)
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glDisable(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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}
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glColor3ub(255,255,255);
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glColor3ub(255,255,255);
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//Setup vertex arrays
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//Setup vertex arrays
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@ -1500,17 +1508,24 @@ void ARB_drawTriangleListBase (vertexdef_t *verts, int *indecies,
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else
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else
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ARB_AddLightmapPass(verts, indecies, numIndecies, shader, lightmapIndex);
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ARB_AddLightmapPass(verts, indecies, numIndecies, shader, lightmapIndex);
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//Use vertex colors or just black
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//Use vertex colors or just black
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} else {
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}
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else
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{
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if (!IsNullDriver(verts->colors) && (shader->flags & SURF_PPLIGHT))
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if (!IsNullDriver(verts->colors) && (shader->flags & SURF_PPLIGHT))
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{
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{
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ARB_AddLVertexColorPass(verts, indecies, numIndecies, shader);
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ARB_AddLVertexColorPass(verts, indecies, numIndecies, shader);
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} else if (shader->flags & SURF_PPLIGHT) {
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}
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if (shader->colorstages[0].src_blend >= 0) {
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else
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{
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if (shader->flags & SURF_PPLIGHT)
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{
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if (shader->colorstages[0].src_blend >= 0)
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{
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glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend);
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glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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} else {
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glDisable(GL_BLEND);
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}
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}
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else
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glDisable(GL_BLEND);
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glColor3f(0,0,0);
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glColor3f(0,0,0);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_2D);
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@ -1518,6 +1533,7 @@ void ARB_drawTriangleListBase (vertexdef_t *verts, int *indecies,
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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}
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}
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}
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}
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}
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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@ -1525,9 +1541,8 @@ void ARB_drawTriangleListBase (vertexdef_t *verts, int *indecies,
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_ALPHA_TEST);
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if (!shader->cull) {
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if (!shader->cull)
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glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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}
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}
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}
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/*************************
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/*************************
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@ -1764,7 +1779,8 @@ void ARB_drawSurfaceListBase (vertexdef_t* verts, msurface_t** surfs,
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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}
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}
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void ARB_sendSurfacesTA(msurface_t** surfs, int numSurfaces, const transform_t *tr, const lightobject_t *lo)
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void ARB_sendSurfacesTA(msurface_t** surfs, int numSurfaces,
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const transform_t *tr, const lightobject_t *lo)
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{
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{
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int i,j;
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int i,j;
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glpoly_t *p;
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glpoly_t *p;
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@ -1867,7 +1883,8 @@ void ARB_sendSurfacesTA(msurface_t** surfs, int numSurfaces, const transform_t *
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void ARB_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs,
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void ARB_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs,
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int numSurfaces,const transform_t *tr, const lightobject_t *lo)
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int numSurfaces,const transform_t *tr,
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const lightobject_t *lo)
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{
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{
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GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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@ -1910,7 +1927,8 @@ void BUMP_InitARB(void)
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}
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}
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void BindGlareShader(void) {
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void BindGlareShader(void)
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{
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glEnable(GL_VERTEX_PROGRAM_ARB);
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glEnable(GL_VERTEX_PROGRAM_ARB);
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qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, vertex_programs[V_BLUR_PROGRAM] );
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qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, vertex_programs[V_BLUR_PROGRAM] );
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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@ -1918,7 +1936,8 @@ void BindGlareShader(void) {
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}
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}
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void UnbindGlareShader(void) {
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void UnbindGlareShader(void)
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{
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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glDisable(GL_VERTEX_PROGRAM_ARB);
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glDisable(GL_VERTEX_PROGRAM_ARB);
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}
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}
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