diff options
| author | SmileTheory <SmileTheory@gmail.com> | 2013-11-19 03:23:50 -0800 | 
|---|---|---|
| committer | Tim Angus <tim@ngus.net> | 2014-06-17 17:43:36 +0100 | 
| commit | 57ba3ccbeaebc9d573caafff8765b821ac621413 (patch) | |
| tree | 5c11639ea65a29959043af0447576fe9d18e3718 /src/renderergl2/tr_shade.c | |
| parent | 85e0fa4841fd5ca6bf6c9b2f0204ee7be9c0915b (diff) | |
OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
Diffstat (limited to 'src/renderergl2/tr_shade.c')
| -rw-r--r-- | src/renderergl2/tr_shade.c | 20 | 
1 files changed, 10 insertions, 10 deletions
diff --git a/src/renderergl2/tr_shade.c b/src/renderergl2/tr_shade.c index 95516e9d..042ca579 100644 --- a/src/renderergl2/tr_shade.c +++ b/src/renderergl2/tr_shade.c @@ -149,7 +149,7 @@ static void DrawTris (shaderCommands_t *input) {  		GLSL_VertexAttribsState(ATTR_POSITION);  		GLSL_BindProgram(sp); -		GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); +		GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);  		VectorSet4(color, 1, 1, 1, 1);  		GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color); @@ -393,7 +393,7 @@ static void ProjectDlightTexture( void ) {  		GLSL_BindProgram(sp); -		GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); +		GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);  		GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); @@ -758,7 +758,7 @@ static void ForwardDlight( void ) {  		GLSL_BindProgram(sp); -		GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); +		GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);  		GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);  		GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.or.viewOrigin); @@ -818,7 +818,7 @@ static void ForwardDlight( void ) {  		// where they aren't rendered  		GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); -		GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix); +		GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);  		if (pStage->bundle[TB_DIFFUSEMAP].image[0])  			R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP); @@ -895,7 +895,7 @@ static void ProjectPshadowVBOGLSL( void ) {  		GLSL_BindProgram(sp); -		GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); +		GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);  		VectorCopy(origin, vector);  		vector[3] = 1.0f; @@ -975,7 +975,7 @@ static void RB_FogPass( void ) {  	fog = tr.world->fogs + tess.fogNum; -	GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); +	GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);  	GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); @@ -1133,7 +1133,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )  		GLSL_BindProgram(sp); -		GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); +		GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);  		GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);  		GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.or.viewOrigin); @@ -1221,7 +1221,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )  			GLSL_SetUniformVec3(sp, UNIFORM_TCGEN0VECTOR1, vec);  		} -		GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix); +		GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);  		GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo); @@ -1392,9 +1392,9 @@ static void RB_RenderShadowmap( shaderCommands_t *input )  		GLSL_BindProgram(sp); -		GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); +		GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); -		GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix); +		GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);  		GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);  | 
