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authorSmileTheory <SmileTheory@gmail.com>2013-11-19 03:23:50 -0800
committerTim Angus <tim@ngus.net>2014-06-17 17:43:36 +0100
commit57ba3ccbeaebc9d573caafff8765b821ac621413 (patch)
tree5c11639ea65a29959043af0447576fe9d18e3718 /src/renderergl2/tr_shade.c
parent85e0fa4841fd5ca6bf6c9b2f0204ee7be9c0915b (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.c20
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);