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- moved the main shader and its entire uniform maintenance into the backend.
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17 changed files with 650 additions and 592 deletions
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@ -1132,15 +1132,14 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
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#endif
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const float phack[2] = { 0, 1.f/256.f };
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char prevClamp = polymost_getClamp();
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polymost_setClamp(0);
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int prevClamp = GLInterface.GetClamp();
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GLInterface.SetClamp(0);
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if (!m->texid[globalpal])
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m->texid[globalpal] = gloadtex(m->mytex, m->mytexx, m->mytexy, m->is8bit, globalpal);
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GLInterface.BindTexture(0, m->texid[globalpal]);
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polymost_usePaletteIndexing(false);
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polymost_setTexturePosSize({ 0.f, 0.f, 1.f, 1.f });
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GLInterface.UsePaletteIndexing(false);
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auto data = GLInterface.AllocVertices(m->qcnt * 4);
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auto vt = data.second;
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@ -1183,7 +1182,7 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
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}
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GLInterface.Draw(DT_QUADS, qstart, qdone * 4);
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polymost_setClamp(prevClamp);
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GLInterface.SetClamp(prevClamp);
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//------------
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GLInterface.SetCull(Cull_None);
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