- make the shader timer part of the render state.
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5 changed files with 12 additions and 48 deletions
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@ -88,20 +88,6 @@ void FRenderState::Reset()
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mClipHeightBottom = -65536.f;
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}
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//==========================================================================
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//
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// Set texture shader info
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//
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//==========================================================================
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void FRenderState::SetupShader(int &shaderindex, float warptime)
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{
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mEffectState = shaderindex;
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if (shaderindex > 0) GLRenderer->mShaderManager->SetWarpSpeed(shaderindex, warptime);
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}
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//==========================================================================
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//
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// Apply shader settings
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@ -149,6 +135,7 @@ bool FRenderState::ApplyShader()
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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activeShader->muClipHeightTop.Set(mClipHeightTop);
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activeShader->muClipHeightBottom.Set(mClipHeightBottom);
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activeShader->muTimer.Set(gl_frameMS * mShaderTimer / 1000.f);
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#ifndef CORE_PROFILE
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if (!(gl.flags & RFL_COREPROFILE))
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