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- fix user defines and textures not working
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parent
fcb14494d7
commit
1ef9938320
1 changed files with 8 additions and 10 deletions
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@ -1171,8 +1171,7 @@ class GLDefsParser
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UserShaderDesc usershader;
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TArray<FString> texNameList;
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TArray<FString> texNameIndex;
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FString texnameDefs = "";
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TArray<int> texNameIndex;
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float speed = 1.f;
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FTexture *textures[6];
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@ -1278,7 +1277,7 @@ class GLDefsParser
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sc.MustGetString();
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defineValue = sc.String;
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}
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texnameDefs.AppendFormat("#define %s %s\n", defineName.GetChars(), defineValue.GetChars());
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usershader.defines.AppendFormat("#define %s %s\n", defineName.GetChars(), defineValue.GetChars());
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}
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else
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{
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@ -1356,7 +1355,7 @@ class GLDefsParser
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for (unsigned int i = 0; i < texNameList.Size(); i++)
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{
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texnameDefs.AppendFormat("#define %s texture%d\n", texNameList[i].GetChars(), texNameIndex[i] + firstUserTexture);
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usershader.defines.AppendFormat("#define %s texture%d\n", texNameList[i].GetChars(), texNameIndex[i] + firstUserTexture);
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}
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if (tex->bWarped != 0)
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@ -1369,7 +1368,7 @@ class GLDefsParser
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{
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if (!usershaders[i].shader.CompareNoCase(usershader.shader) &&
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usershaders[i].shaderType == usershader.shaderType &&
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!usershaders[i].defines.Compare(texnameDefs))
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!usershaders[i].defines.Compare(usershader.defines))
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{
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tex->shaderindex = i + FIRST_USER_SHADER;
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return;
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@ -1486,8 +1485,7 @@ class GLDefsParser
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UserShaderDesc desc;
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desc.shaderType = SHADER_Default;
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TArray<FString> texNameList;
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TArray<FString> texNameIndex;
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FString texnameDefs = "";
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TArray<int> texNameIndex;
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float speed = 1.f;
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sc.MustGetString();
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@ -1570,7 +1568,7 @@ class GLDefsParser
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sc.MustGetString();
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defineValue = sc.String;
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}
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texnameDefs.AppendFormat("#define %s %s\n", defineName.GetChars(), defineValue.GetChars());
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desc.defines.AppendFormat("#define %s %s\n", defineName.GetChars(), defineValue.GetChars());
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}
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}
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if (!tex)
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@ -1592,7 +1590,7 @@ class GLDefsParser
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for (unsigned int i = 0; i < texNameList.Size(); i++)
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{
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texnameDefs.AppendFormat("#define %s texture%d\n", texNameList[i].GetChars(), texNameIndex[i] + firstUserTexture);
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desc.defines.AppendFormat("#define %s texture%d\n", texNameList[i].GetChars(), texNameIndex[i] + firstUserTexture);
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}
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if (desc.shader.IsNotEmpty())
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@ -1607,7 +1605,7 @@ class GLDefsParser
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{
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if (!usershaders[i].shader.CompareNoCase(desc.shader) &&
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usershaders[i].shaderType == desc.shaderType &&
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!usershaders[i].defines.Compare(texnameDefs))
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!usershaders[i].defines.Compare(desc.defines))
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{
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tex->shaderindex = i + FIRST_USER_SHADER;
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return;
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