Ok, it had to be done: Removed shader support for pre GLSL 1.3/GL 3.0 hardware. The compromises needed to accomodate these are just too bad and would block any attempt at streamlining the code.
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92b9814460
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23 changed files with 130 additions and 259 deletions
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@ -624,7 +624,7 @@ FMaterial::FMaterial(FTexture * tx, bool forceexpand)
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{
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expanded = false;
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}
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else if (gl.shadermodel > 2)
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else if (gl.hasGLSL())
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{
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if (tx->gl_info.shaderindex >= FIRST_USER_SHADER)
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{
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@ -670,7 +670,7 @@ FMaterial::FMaterial(FTexture * tx, bool forceexpand)
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tex = tx;
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tx->gl_info.mExpanded = expanded;
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FTexture *basetex = tx->GetRedirect(gl.shadermodel < 4);
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FTexture *basetex = tx->GetRedirect(!gl.hasGLSL());
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if (!expanded && !basetex->gl_info.mExpanded && basetex->UseType != FTexture::TEX_Sprite)
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{
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// check if the texture is just a simple redirect to a patch
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