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authorSmileTheory <SmileTheory@gmail.com>2013-03-20 22:53:30 -0700
committerTim Angus <tim@ngus.net>2013-03-22 18:49:26 +0000
commit9cea10c89110fd782568472fa131646d2b7be8ba (patch)
tree7cbced57a070a2c5349911c4014b8265f9a7b6d3 /src/renderergl2/tr_fbo.c
parent41f69435838077e39bfa3fbba85f0cfb80a2c985 (diff)
Make all GLSL shaders use the same set of uniforms.
Diffstat (limited to 'src/renderergl2/tr_fbo.c')
-rw-r--r--src/renderergl2/tr_fbo.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/renderergl2/tr_fbo.c b/src/renderergl2/tr_fbo.c
index 5273e119..00b8b174 100644
--- a/src/renderergl2/tr_fbo.c
+++ b/src/renderergl2/tr_fbo.c
@@ -767,11 +767,11 @@ void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexS
GLSL_BindProgram(shaderProgram);
- GLSL_SetUniformMatrix16(shaderProgram, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, projection);
- GLSL_SetUniformVec4(shaderProgram, TEXTURECOLOR_UNIFORM_COLOR, color);
- GLSL_SetUniformVec2(shaderProgram, TEXTURECOLOR_UNIFORM_INVTEXRES, invTexRes);
- GLSL_SetUniformVec2(shaderProgram, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
- GLSL_SetUniformVec3(shaderProgram, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);
+ GLSL_SetUniformMatrix16(shaderProgram, UNIFORM_MODELVIEWPROJECTIONMATRIX, projection);
+ GLSL_SetUniformVec4(shaderProgram, UNIFORM_COLOR, color);
+ GLSL_SetUniformVec2(shaderProgram, UNIFORM_INVTEXRES, invTexRes);
+ GLSL_SetUniformVec2(shaderProgram, UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
+ GLSL_SetUniformVec3(shaderProgram, UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);