diff options
Diffstat (limited to 'src/renderergl2/tr_backend.c')
-rw-r--r-- | src/renderergl2/tr_backend.c | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/src/renderergl2/tr_backend.c b/src/renderergl2/tr_backend.c index e7425db3..6d6b0274 100644 --- a/src/renderergl2/tr_backend.c +++ b/src/renderergl2/tr_backend.c @@ -903,8 +903,8 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte * GLSL_BindProgram(&tr.textureColorShader); - GLSL_SetUniformMatrix16(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); - GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, colorWhite); + GLSL_SetUniformMatrix16(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, colorWhite); RB_InstantQuad2(quadVerts, texCoords); } @@ -1144,11 +1144,11 @@ const void *RB_DrawSurfs( const void *data ) { GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2); GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3); - GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]); - GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]); - GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]); + GLSL_SetUniformMatrix16(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]); + GLSL_SetUniformMatrix16(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]); + GLSL_SetUniformMatrix16(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]); - GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg); + GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg); { vec4_t viewInfo; vec3_t viewVector; @@ -1160,15 +1160,15 @@ const void *RB_DrawSurfs( const void *data ) { float zmin = r_znear->value; VectorScale(backEnd.refdef.viewaxis[0], zmax, viewVector); - GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWFORWARD, viewVector); + GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWFORWARD, viewVector); VectorScale(backEnd.refdef.viewaxis[1], xmax, viewVector); - GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWLEFT, viewVector); + GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWLEFT, viewVector); VectorScale(backEnd.refdef.viewaxis[2], ymax, viewVector); - GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWUP, viewVector); + GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWUP, viewVector); VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0); - GLSL_SetUniformVec4(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWINFO, viewInfo); + GLSL_SetUniformVec4(&tr.shadowmaskShader, UNIFORM_VIEWINFO, viewInfo); } @@ -1209,7 +1209,7 @@ const void *RB_DrawSurfs( const void *data ) { VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0); - GLSL_SetUniformVec4(&tr.ssaoShader, SSAO_UNIFORM_VIEWINFO, viewInfo); + GLSL_SetUniformVec4(&tr.ssaoShader, UNIFORM_VIEWINFO, viewInfo); } RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes); @@ -1233,7 +1233,7 @@ const void *RB_DrawSurfs( const void *data ) { VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0); - GLSL_SetUniformVec4(&tr.depthBlurShader[0], DEPTHBLUR_UNIFORM_VIEWINFO, viewInfo); + GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo); } RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes); @@ -1257,7 +1257,7 @@ const void *RB_DrawSurfs( const void *data ) { VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0); - GLSL_SetUniformVec4(&tr.depthBlurShader[1], DEPTHBLUR_UNIFORM_VIEWINFO, viewInfo); + GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo); } |