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- use explicitly declared matrix uniforms.
The builtin matrices are no longer available in modern GLSL, preventing an upgrade of the shader. Also perform better reporting of shader compilation errors.
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parent
8fd8d0858c
commit
71d132b470
9 changed files with 56 additions and 46 deletions
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@ -1930,7 +1930,7 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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texmat.loadIdentity();
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texmat.translate(xpanning, ypanning, 1.0f);
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texmat.scale(f, f, 1.0f);
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GLInterface.SetMatrix(Matrix_Texture3, &texmat);
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GLInterface.SetMatrix(Matrix_Detail, &texmat);
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}
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tex = r_glowmapping ? mdloadskin((md2model_t *) m, tile2model[Ptile2tile(tspr->picnum, lpal)].skinnum, GLOWPAL, surfi) : 0;
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@ -1942,7 +1942,7 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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texmat.loadIdentity();
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texmat.translate(xpanning, ypanning, 1.0f);
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GLInterface.SetMatrix(Matrix_Texture4, &texmat);
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GLInterface.SetMatrix(Matrix_Glow, &texmat);
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}
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indexhandle = m->vindexes;
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