- changed rendering of glowing walls so that it doesn't require an additional vertex attribute, just pass the floor and ceiling planes as uniforms.
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9 changed files with 57 additions and 49 deletions
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@ -237,7 +237,18 @@ bool FRenderState::ApplyShader()
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{
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glUniform4fv(activeShader->glowtopcolor_index, 1, mGlowTop.vec);
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glUniform4fv(activeShader->glowbottomcolor_index, 1, mGlowBottom.vec);
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glUniform4fv(activeShader->glowtopplane_index, 1, mGlowTopPlane.vec);
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glUniform4fv(activeShader->glowbottomplane_index, 1, mGlowBottomPlane.vec);
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activeShader->currentglowstate = 1;
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}
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else if (activeShader->currentglowstate)
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{
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// if glowing is on, disable it.
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glUniform4f(activeShader->glowtopcolor_index, 0.f, 0.f, 0.f, 0.f);
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glUniform4f(activeShader->glowbottomcolor_index, 0.f, 0.f, 0.f, 0.f);
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activeShader->currentglowstate = 0;
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}
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if (mLightEnabled)
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{
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glUniform3iv(activeShader->lightrange_index, 1, mNumLights);
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