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- switched NPOT emulation to the renamed uniforms.
This was the last feature that needed to be mapped to a GZDoom compatible render state
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7 changed files with 22 additions and 20 deletions
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@ -138,6 +138,7 @@ auto i_data = R"(
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uniform int uFogEnabled;
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uniform vec4 uFogColor;
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uniform int uTextureMode;
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uniform vec2 uNpotEmulation;
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)";
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@ -543,8 +544,7 @@ void PolymostRenderState::Apply(PolymostShader* shader, GLState& oldState)
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shader->Flags.Set(Flags);
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shader->TextureMode.Set(LayerFlags);
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shader->NPOTEmulationFactor.Set(NPOTEmulationFactor);
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shader->NPOTEmulationXOffset.Set(NPOTEmulationXOffset);
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shader->NPOTEmulation.Set(&NPOTEmulation.X);
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shader->AlphaThreshold.Set(AlphaTest ? AlphaThreshold : -1.f);
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shader->FogColor.Set((Flags& RF_MapFog)? PalEntry(0x999999) : FogColor);
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float lightattr[] = { ShadeDiv / (numshades - 2), VisFactor, (Flags & RF_MapFog) ? -5.f : 0.f , ShadeDiv >= 1 / 1000.f? Shade : 0 };
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