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- fixed: Made shader targets not case sensitive
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c2b4efbea0
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2 changed files with 9 additions and 1 deletions
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@ -143,6 +143,12 @@ bool FRenderState::ApplyShader()
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}
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}
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}
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}
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if (!activeShader)
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{
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assert(0); // We should not be getting to this point!
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return false;
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}
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glVertexAttrib4fv(VATTR_COLOR, mColor.vec);
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glVertexAttrib4fv(VATTR_COLOR, mColor.vec);
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glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec);
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glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec);
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//activeShader->muObjectColor2.Set(mObjectColor2);
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//activeShader->muObjectColor2.Set(mObjectColor2);
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@ -367,6 +373,7 @@ void FRenderState::ApplyLightIndex(int index)
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{
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{
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index = GLRenderer->mLights->BindUBO(index);
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index = GLRenderer->mLights->BindUBO(index);
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}
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}
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if (activeShader)
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activeShader->muLightIndex.Set(index);
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activeShader->muLightIndex.Set(index);
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}
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}
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}
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}
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@ -682,6 +682,7 @@ void gl_ParseHardwareShader(FScanner &sc, int deflump)
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PostProcessShader shaderdesc;
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PostProcessShader shaderdesc;
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shaderdesc.Target = sc.String;
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shaderdesc.Target = sc.String;
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shaderdesc.Target.ToLower();
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bool validTarget = false;
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bool validTarget = false;
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if (sc.Compare("beforebloom")) validTarget = true;
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if (sc.Compare("beforebloom")) validTarget = true;
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