- fixed: glProgramUniform is only present from GL 4.1 or a specific extension so it may not be used on systems not supporting it.

This commit is contained in:
Christoph Oelckers 2014-07-15 02:48:59 +02:00
commit fb6b4238ed
4 changed files with 30 additions and 8 deletions

View file

@ -293,8 +293,18 @@ FShader *FShaderManager::Compile (const char *ShaderName, const char *ShaderPath
void FShader::ApplyMatrices(VSMatrix *proj, VSMatrix *view)
{
glProgramUniformMatrix4fv(hShader, projectionmatrix_index, 1, false, proj->get());
glProgramUniformMatrix4fv(hShader, viewmatrix_index, 1, false, view->get());
if (gl.flags & RFL_SEPARATE_SHADER_OBJECTS)
{
glProgramUniformMatrix4fv(hShader, projectionmatrix_index, 1, false, proj->get());
glProgramUniformMatrix4fv(hShader, viewmatrix_index, 1, false, view->get());
}
else
{
Bind();
glUniformMatrix4fv(projectionmatrix_index, 1, false, proj->get());
glUniformMatrix4fv(viewmatrix_index, 1, false, view->get());
}
}
@ -486,7 +496,16 @@ void FShaderManager::SetWarpSpeed(unsigned int eff, float speed)
FShader *sh = mTextureEffects[eff];
float warpphase = gl_frameMS * speed / 1000.f;
glProgramUniform1f(sh->GetHandle(), sh->timer_index, warpphase);
if (gl.flags & RFL_SEPARATE_SHADER_OBJECTS)
{
glProgramUniform1f(sh->GetHandle(), sh->timer_index, warpphase);
}
else
{
// not so pretty...
sh->Bind();
glUniform1f(sh->timer_index, warpphase);
}
}
}