- make the shader timer part of the render state.

This commit is contained in:
Christoph Oelckers 2014-07-26 20:56:10 +02:00
commit bdf5bbd34e
5 changed files with 12 additions and 48 deletions

View file

@ -88,20 +88,6 @@ void FRenderState::Reset()
mClipHeightBottom = -65536.f;
}
//==========================================================================
//
// Set texture shader info
//
//==========================================================================
void FRenderState::SetupShader(int &shaderindex, float warptime)
{
mEffectState = shaderindex;
if (shaderindex > 0) GLRenderer->mShaderManager->SetWarpSpeed(shaderindex, warptime);
}
//==========================================================================
//
// Apply shader settings
@ -149,6 +135,7 @@ bool FRenderState::ApplyShader()
activeShader->muInterpolationFactor.Set(mInterpolationFactor);
activeShader->muClipHeightTop.Set(mClipHeightTop);
activeShader->muClipHeightBottom.Set(mClipHeightBottom);
activeShader->muTimer.Set(gl_frameMS * mShaderTimer / 1000.f);
#ifndef CORE_PROFILE
if (!(gl.flags & RFL_COREPROFILE))