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- set up the texture matrix.
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2 changed files with 8 additions and 3 deletions
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@ -166,8 +166,14 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
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TextureMatrix.Init(hShader, "u_textureMatrix");
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TextureMatrix.Init(hShader, "u_textureMatrix");
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glUseProgram(hShader);
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glUseProgram(hShader);
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VSMatrix identity(0);
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TextureMatrix.Set(identity.get());
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DetailMatrix.Set(identity.get());
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GlowMatrix.Set(identity.get());
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int SamplerLoc;
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int SamplerLoc;
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SamplerLoc = glGetUniformLocation(hShader, "s_texture");
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SamplerLoc = glGetUniformLocation(hShader, "s_texture");
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glUniform1i(SamplerLoc, 0);
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glUniform1i(SamplerLoc, 0);
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@ -13,6 +13,7 @@ uniform mat4 u_modelMatrix;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_detailMatrix;
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uniform mat4 u_detailMatrix;
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uniform mat4 u_glowMatrix;
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uniform mat4 u_glowMatrix;
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uniform mat4 u_textureMatrix;
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in vec4 i_vertPos;
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in vec4 i_vertPos;
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in vec4 i_texCoord;
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in vec4 i_texCoord;
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@ -30,9 +31,7 @@ void main()
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eyeCoordPosition.xyz /= eyeCoordPosition.w;
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eyeCoordPosition.xyz /= eyeCoordPosition.w;
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v_texCoord = i_texCoord;
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v_texCoord = u_textureMatrix * i_texCoord;
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//gl_TexCoord[0] = mix(gl_TexCoord[0].xyzw, gl_TexCoord[0].yxzw, u_usePalette); WTF is this???
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v_detailCoord = u_detailMatrix * i_texCoord;
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v_detailCoord = u_detailMatrix * i_texCoord;
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v_glowCoord = u_glowMatrix * i_texCoord;
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v_glowCoord = u_glowMatrix * i_texCoord;
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