- 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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@ -141,7 +141,6 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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glAttachShader(hShader, hVertProg);
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glAttachShader(hShader, hFragProg);
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glBindAttribLocation(hShader, VATTR_GLOWDISTANCE, "glowdistance");
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glBindAttribLocation(hShader, VATTR_FOGPARAMS, "fogparams");
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glBindAttribLocation(hShader, VATTR_LIGHTLEVEL, "lightlevel_in"); // Korshun.
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@ -185,7 +184,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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glowbottomcolor_index = glGetUniformLocation(hShader, "bottomglowcolor");
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glowtopcolor_index = glGetUniformLocation(hShader, "topglowcolor");
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glowbottomplane_index = glGetUniformLocation(hShader, "glowbottomplane");
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glowtopplane_index = glGetUniformLocation(hShader, "glowtopplane");
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glUseProgram(hShader);
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int texture_index = glGetUniformLocation(hShader, "texture2");
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