diff options
-rw-r--r-- | src/renderergl2/tr_shade.c | 20 | ||||
-rw-r--r-- | src/renderergl2/tr_surface.c | 4 |
2 files changed, 12 insertions, 12 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); diff --git a/src/renderergl2/tr_surface.c b/src/renderergl2/tr_surface.c index 6853bdc7..2135da58 100644 --- a/src/renderergl2/tr_surface.c +++ b/src/renderergl2/tr_surface.c @@ -244,7 +244,7 @@ void RB_InstantQuad(vec4_t quadVerts[4]) GLSL_BindProgram(&tr.textureColorShader); - GLSL_SetUniformMatrix16(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, colorWhite); RB_InstantQuad2(quadVerts, texCoords); @@ -631,7 +631,7 @@ static void RB_SurfaceBeam( void ) GLSL_VertexAttribsState(ATTR_POSITION); GLSL_BindProgram(sp); - GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); GLSL_SetUniformVec4(sp, UNIFORM_COLOR, colorRed); |