diff --git a/src/gl/shaders/gl_shader.cpp b/src/gl/shaders/gl_shader.cpp index 90d906f62..0dd1c9d2d 100644 --- a/src/gl/shaders/gl_shader.cpp +++ b/src/gl/shaders/gl_shader.cpp @@ -67,10 +67,26 @@ static bool IsGlslWhitespace(char c) } } +static FString NextGlslToken(const char *chars, long len, long &pos) +{ + // Eat whitespace + long tokenStart = pos; + while (tokenStart != len && IsGlslWhitespace(chars[tokenStart])) + tokenStart++; + + // Find token end + long tokenEnd = tokenStart; + while (tokenEnd != len && !IsGlslWhitespace(chars[tokenEnd]) && chars[tokenEnd] != ';') + tokenEnd++; + + pos = tokenEnd; + return FString(chars + tokenStart, tokenEnd - tokenStart); +} + static FString RemoveLegacyUserUniforms(FString code) { // User shaders must declare their uniforms via the GLDEFS file. - // The following code searches for uniform declarations in the shader itself and replaces them with whitespace. + // The following code searches for legacy uniform declarations in the shader itself and replaces them with whitespace. long len = (long)code.Len(); char *chars = code.LockBuffer(); @@ -82,14 +98,25 @@ static FString RemoveLegacyUserUniforms(FString code) if (matchIndex == -1) break; + bool isLegacyUniformName = false; + bool isKeywordStart = matchIndex == 0 || IsGlslWhitespace(chars[matchIndex - 1]); bool isKeywordEnd = matchIndex + 7 == len || IsGlslWhitespace(chars[matchIndex + 7]); if (isKeywordStart && isKeywordEnd) + { + long pos = matchIndex + 7; + FString type = NextGlslToken(chars, len, pos); + FString identifier = NextGlslToken(chars, len, pos); + + isLegacyUniformName = type.Compare("float") == 0 && identifier.Compare("timer") == 0; + } + + if (isLegacyUniformName) { long statementEndIndex = code.IndexOf(';', matchIndex + 7); if (statementEndIndex == -1) statementEndIndex = len; - for (long i = matchIndex; i < statementEndIndex; i++) + for (long i = matchIndex; i <= statementEndIndex; i++) { if (!IsGlslWhitespace(chars[i])) chars[i] = ' '; @@ -281,7 +308,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char * FString fp_comb = vp_comb; vp_comb << vp_data.GetString().GetChars() << "\n"; - fp_comb << RemoveLegacyUserUniforms(fp_data.GetString()).GetChars() << "\n"; + fp_comb << fp_data.GetString().GetChars() << "\n"; if (proc_prog_lump != NULL) { @@ -298,7 +325,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char * fp_comb.Substitute("vec4 frag = ProcessTexel();", "vec4 frag = Process(vec4(1.0));"); } - fp_comb << pp_data.GetString().GetChars(); + fp_comb << RemoveLegacyUserUniforms(pp_data.GetString()).GetChars(); fp_comb.Substitute("gl_TexCoord[0]", "vTexCoord"); // fix old custom shaders. if (pp_data.GetString().IndexOf("ProcessLight") < 0)