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	Update r_opengl.c
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					 1 changed files with 37 additions and 36 deletions
				
			
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			@ -739,7 +739,9 @@ EXPORT void HWRAPI(LoadShaders) (void)
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		if (gl_customfragmentshaders[i])
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			frag_shader = gl_customfragmentshaders[i];
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		if (i >= MAXSHADERS || i >= MAXSHADERPROGRAMS)
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		if (i >= MAXSHADERS)
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			break;
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		if (i >= MAXSHADERPROGRAMS)
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			break;
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		//
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			@ -1590,54 +1592,53 @@ static void load_shaders(FSurfaceInfo *Surface, GLRGBAFloat *mix, GLRGBAFloat *f
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		if (gl_shaderprograms[gl_currentshaderprogram])
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		{
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			pglUseProgram(gl_shaderprograms[gl_currentshaderprogram]);
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			//
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			// set uniforms
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			//
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			{
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#define GETUNI(uniform) pglGetUniformLocation(gl_shaderprograms[gl_currentshaderprogram], uniform);
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			GLint UNIFORM_fog_mode = GETUNI("fog_mode");
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			GLint UNIFORM_fog_density = GETUNI("fog_density");
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				GLint UNIFORM_fog_mode = GETUNI("fog_mode");
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				GLint UNIFORM_fog_density = GETUNI("fog_density");
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			GLint UNIFORM_mix_color = GETUNI("mix_color");
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			GLint UNIFORM_fade_color = GETUNI("fade_color");
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			GLint UNIFORM_lighting = GETUNI("lighting");
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				GLint UNIFORM_mix_color = GETUNI("mix_color");
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				GLint UNIFORM_fade_color = GETUNI("fade_color");
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				GLint UNIFORM_lighting = GETUNI("lighting");
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			GLint UNIFORM_resolution = GETUNI("resolution");
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			GLint UNIFORM_leveltime = GETUNI("leveltime");
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				GLint UNIFORM_resolution = GETUNI("resolution");
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				GLint UNIFORM_leveltime = GETUNI("leveltime");
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#undef GETUNI
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			#define UNIFORM_1(uniform, a, function) \
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				if (uniform != -1) \
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					function (uniform, a);
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				#define UNIFORM_1(uniform, a, function) \
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					if (uniform != -1) \
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						function (uniform, a);
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			#define UNIFORM_2(uniform, a, b, function) \
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				if (uniform != -1) \
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					function (uniform, a, b);
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				#define UNIFORM_2(uniform, a, b, function) \
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					if (uniform != -1) \
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						function (uniform, a, b);
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			#define UNIFORM_3(uniform, a, b, c, function) \
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				if (uniform != -1) \
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					function (uniform, a, b, c);
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				#define UNIFORM_3(uniform, a, b, c, function) \
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					if (uniform != -1) \
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						function (uniform, a, b, c);
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			#define UNIFORM_4(uniform, a, b, c, d, function) \
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				if (uniform != -1) \
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					function (uniform, a, b, c, d);
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				#define UNIFORM_4(uniform, a, b, c, d, function) \
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					if (uniform != -1) \
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						function (uniform, a, b, c, d);
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			// glstate
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			UNIFORM_1(UNIFORM_fog_mode, 		glstate_fog_mode, 									pglUniform1i);
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			UNIFORM_1(UNIFORM_fog_density, 		glstate_fog_density, 								pglUniform1f);
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				// glstate
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				UNIFORM_1(UNIFORM_fog_mode, 		glstate_fog_mode, 									pglUniform1i);
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				UNIFORM_1(UNIFORM_fog_density, 		glstate_fog_density, 								pglUniform1f);
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			// polygon
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			UNIFORM_4(UNIFORM_mix_color, 		mix->red, mix->green, mix->blue, mix->alpha,		pglUniform4f);
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			UNIFORM_4(UNIFORM_fade_color, 		fade->red, fade->green, fade->blue, fade->alpha,	pglUniform4f);
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			UNIFORM_1(UNIFORM_lighting, 		Surface->LightInfo.light_level,						pglUniform1f);
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				// polygon
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				UNIFORM_4(UNIFORM_mix_color, 		mix->red, mix->green, mix->blue, mix->alpha,		pglUniform4f);
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				UNIFORM_4(UNIFORM_fade_color, 		fade->red, fade->green, fade->blue, fade->alpha,	pglUniform4f);
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				UNIFORM_1(UNIFORM_lighting, 		Surface->LightInfo.light_level,						pglUniform1f);
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			UNIFORM_2(UNIFORM_resolution, 		screen_width, screen_height,						pglUniform2f);
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			UNIFORM_1(UNIFORM_leveltime, 		(float)gl_leveltime,								pglUniform1f);
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				UNIFORM_2(UNIFORM_resolution, 		screen_width, screen_height,						pglUniform2f);
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				UNIFORM_1(UNIFORM_leveltime, 		(float)gl_leveltime,								pglUniform1f);
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			#undef UNIFORM_1
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			#undef UNIFORM_2
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			#undef UNIFORM_3
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			#undef UNIFORM_4
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				#undef UNIFORM_1
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				#undef UNIFORM_2
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				#undef UNIFORM_3
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				#undef UNIFORM_4
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			}
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		}
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		else
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			pglUseProgram(0);
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