progs/glsl: change uniform_info::type field to use GLSL vector types
This commit is contained in:
@@ -24,12 +24,12 @@ static GLuint program;
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static struct uniform_info Uniforms[] = {
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/* vert */
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{ "LightPosition", 3, GL_FLOAT, { 0.1, 0.1, 9.0, 0}, -1 },
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{ "LightPosition", 1, GL_FLOAT_VEC3, { 0.1, 0.1, 9.0, 0}, -1 },
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/* frag */
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{ "BrickColor", 3, GL_FLOAT, { 0.8, 0.2, 0.2, 0 }, -1 },
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{ "MortarColor", 3, GL_FLOAT, { 0.6, 0.6, 0.6, 0 }, -1 },
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{ "BrickSize", 2, GL_FLOAT, { 1.0, 0.3, 0, 0 }, -1 },
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{ "BrickPct", 2, GL_FLOAT, { 0.9, 0.8, 0, 0 }, -1 },
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{ "BrickColor", 1, GL_FLOAT_VEC3, { 0.8, 0.2, 0.2, 0 }, -1 },
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{ "MortarColor", 1, GL_FLOAT_VEC3, { 0.6, 0.6, 0.6, 0 }, -1 },
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{ "BrickSize", 1, GL_FLOAT_VEC2, { 1.0, 0.3, 0, 0 }, -1 },
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{ "BrickPct", 1, GL_FLOAT_VEC2, { 0.9, 0.8, 0, 0 }, -1 },
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END_OF_UNIFORMS
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};
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@@ -24,11 +24,11 @@ static GLuint program;
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static struct uniform_info Uniforms[] = {
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{ "LightPosition", 3, GL_FLOAT, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 },
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{ "SurfaceColor", 3, GL_FLOAT, { 0.8, 0.8, 0.2, 0 }, -1 },
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{ "BumpDensity", 1, GL_FLOAT, { 10.0, 0, 0, 0 }, -1 },
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{ "BumpSize", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 },
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{ "SpecularFactor", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },
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{ "LightPosition", 1, GL_FLOAT_VEC3, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 },
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{ "SurfaceColor", 1, GL_FLOAT_VEC3, { 0.8, 0.8, 0.2, 0 }, -1 },
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{ "BumpDensity", 1, GL_FLOAT, { 10.0, 0, 0, 0 }, -1 },
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{ "BumpSize", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 },
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{ "SpecularFactor", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },
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END_OF_UNIFORMS
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};
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@@ -25,7 +25,7 @@ static GLuint program;
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static struct uniform_info Uniforms[] = {
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/* vert */
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{ "LightPosition", 3, GL_FLOAT, { 0.1, 0.1, 9.0, 0}, -1 },
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{ "LightPosition", 1, GL_FLOAT_VEC3, { 0.1, 0.1, 9.0, 0}, -1 },
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{ "SpecularContribution", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },
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{ "DiffuseContribution", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },
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{ "Shininess", 1, GL_FLOAT, { 20.0, 0, 0, 0 }, -1 },
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@@ -34,9 +34,9 @@ static struct uniform_info Uniforms[] = {
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{ "Zoom", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 },
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{ "Xcenter", 1, GL_FLOAT, { -1.5, 0, 0, 0 }, -1 },
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{ "Ycenter", 1, GL_FLOAT, { .005, 0, 0, 0 }, -1 },
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{ "InnerColor", 3, GL_FLOAT, { 1, 0, 0, 0 }, -1 },
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{ "OuterColor1", 3, GL_FLOAT, { 0, 1, 0, 0 }, -1 },
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{ "OuterColor2", 3, GL_FLOAT, { 0, 0, 1, 0 }, -1 },
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{ "InnerColor", 1, GL_FLOAT_VEC3, { 1, 0, 0, 0 }, -1 },
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{ "OuterColor1", 1, GL_FLOAT_VEC3, { 0, 1, 0, 0 }, -1 },
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{ "OuterColor2", 1, GL_FLOAT_VEC3, { 0, 0, 1, 0 }, -1 },
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END_OF_UNIFORMS
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};
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@@ -59,8 +59,8 @@ static GLint VertCoord_attr = -1, TexCoord0_attr = -1, TexCoord1_attr = -1;
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/* value[0] = tex unit */
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static struct uniform_info Uniforms[] = {
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{ "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 },
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{ "tex2", 1, GL_INT, { 1, 0, 0, 0 }, -1 },
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{ "tex1", 1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 },
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{ "tex2", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 },
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END_OF_UNIFORMS
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};
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@@ -35,8 +35,8 @@ static const char *FragShaderText =
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static struct uniform_info Uniforms[] = {
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{ "Scale", 4, GL_FLOAT, { 0.5, 0.4, 0.0, 0}, -1 },
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{ "Bias", 4, GL_FLOAT, { 0.5, 0.3, 0.0, 0}, -1 },
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{ "Scale", 1, GL_FLOAT_VEC4, { 0.5, 0.4, 0.0, 0}, -1 },
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{ "Bias", 1, GL_FLOAT_VEC4, { 0.5, 0.3, 0.0, 0}, -1 },
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{ "Slice", 1, GL_FLOAT, { 0.5, 0, 0, 0}, -1 },
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END_OF_UNIFORMS
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};
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@@ -53,14 +53,14 @@ static int win = 0;
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static struct uniform_info ReflectUniforms[] = {
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{ "cubeTex", 1, GL_INT, { 0, 0, 0, 0 }, -1 },
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{ "lightPos", 3, GL_FLOAT, { 10, 10, 20, 0 }, -1 },
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{ "cubeTex", 1, GL_SAMPLER_CUBE, { 0, 0, 0, 0 }, -1 },
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{ "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 },
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END_OF_UNIFORMS
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};
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static struct uniform_info SimpleUniforms[] = {
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{ "tex2d", 1, GL_INT, { 1, 0, 0, 0 }, -1 },
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{ "lightPos", 3, GL_FLOAT, { 10, 10, 20, 0 }, -1 },
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{ "tex2d", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 },
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{ "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 },
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END_OF_UNIFORMS
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};
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@@ -24,18 +24,18 @@ static GLuint program;
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static struct uniform_info Uniforms[] = {
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{ "LightDir", 4, GL_FLOAT, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 },
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{ "HVector", 4, GL_FLOAT, { 0.32506, 0.32506, 0.88808, 0.0 }, -1 },
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{ "BallCenter", 4, GL_FLOAT, { 0.0, 0.0, 0.0, 1.0 }, -1 },
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{ "SpecularColor", 4, GL_FLOAT, { 0.4, 0.4, 0.4, 60.0 }, -1 },
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{ "Red", 4, GL_FLOAT, { 0.6, 0.0, 0.0, 1.0 }, -1 },
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{ "Blue", 4, GL_FLOAT, { 0.0, 0.3, 0.6, 1.0 }, -1 },
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{ "Yellow", 4, GL_FLOAT, { 0.6, 0.5, 0.0, 1.0 }, -1 },
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{ "HalfSpace0", 4, GL_FLOAT, { 1.0, 0.0, 0.0, 0.2 }, -1 },
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{ "HalfSpace1", 4, GL_FLOAT, { 0.309016994, 0.951056516, 0.0, 0.2 }, -1 },
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{ "HalfSpace2", 4, GL_FLOAT, { -0.809016994, 0.587785252, 0.0, 0.2 }, -1 },
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{ "HalfSpace3", 4, GL_FLOAT, { -0.809016994, -0.587785252, 0.0, 0.2 }, -1 },
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{ "HalfSpace4", 4, GL_FLOAT, { 0.309116994, -0.951056516, 0.0, 0.2 }, -1 },
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{ "LightDir", 1, GL_FLOAT_VEC4, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 },
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{ "HVector", 1, GL_FLOAT_VEC4, { 0.32506, 0.32506, 0.88808, 0.0 }, -1 },
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{ "BallCenter", 1, GL_FLOAT_VEC4, { 0.0, 0.0, 0.0, 1.0 }, -1 },
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{ "SpecularColor", 1, GL_FLOAT_VEC4, { 0.4, 0.4, 0.4, 60.0 }, -1 },
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{ "Red", 1, GL_FLOAT_VEC4, { 0.6, 0.0, 0.0, 1.0 }, -1 },
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{ "Blue", 1, GL_FLOAT_VEC4, { 0.0, 0.3, 0.6, 1.0 }, -1 },
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{ "Yellow", 1, GL_FLOAT_VEC4, { 0.6, 0.5, 0.0, 1.0 }, -1 },
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{ "HalfSpace0", 1, GL_FLOAT_VEC4, { 1.0, 0.0, 0.0, 0.2 }, -1 },
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{ "HalfSpace1", 1, GL_FLOAT_VEC4, { 0.309016994, 0.951056516, 0.0, 0.2 }, -1 },
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{ "HalfSpace2", 1, GL_FLOAT_VEC4, { -0.809016994, 0.587785252, 0.0, 0.2 }, -1 },
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{ "HalfSpace3", 1, GL_FLOAT_VEC4, { -0.809016994, -0.587785252, 0.0, 0.2 }, -1 },
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{ "HalfSpace4", 1, GL_FLOAT_VEC4, { 0.309116994, -0.951056516, 0.0, 0.2 }, -1 },
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{ "InOrOutInit", 1, GL_FLOAT, { -3.0, 0, 0, 0 }, -1 },
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{ "StripeWidth", 1, GL_FLOAT, { 0.3, 0, 0, 0 }, -1 },
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{ "FWidth", 1, GL_FLOAT, { 0.005, 0, 0, 0 }, -1 },
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@@ -43,7 +43,7 @@ static GLfloat xRot = -70.0f, yRot = 0.0f, zRot = 0.0f;
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/* value[0] = tex unit */
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static struct uniform_info Uniforms[] = {
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{ "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 },
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{ "tex1", 1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 },
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END_OF_UNIFORMS
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};
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@@ -33,7 +33,7 @@ static const char *VertShaderText =
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"} \n";
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static struct uniform_info Uniforms[] = {
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{ "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 },
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{ "tex1", 1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 },
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END_OF_UNIFORMS
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};
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@@ -130,21 +130,26 @@ SetUniformValues(GLuint program, struct uniform_info uniforms[])
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uniforms[i].location
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= glGetUniformLocation(program, uniforms[i].name);
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switch (uniforms[i].size) {
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case 1:
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if (uniforms[i].type == GL_INT)
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glUniform1i(uniforms[i].location,
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(GLint) uniforms[i].value[0]);
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else
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glUniform1fv(uniforms[i].location, 1, uniforms[i].value);
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switch (uniforms[i].type) {
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case GL_INT:
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case GL_SAMPLER_1D:
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case GL_SAMPLER_2D:
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case GL_SAMPLER_3D:
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case GL_SAMPLER_CUBE:
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case GL_SAMPLER_2D_RECT_ARB:
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glUniform1i(uniforms[i].location,
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(GLint) uniforms[i].value[0]);
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break;
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case 2:
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case GL_FLOAT:
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glUniform1fv(uniforms[i].location, 1, uniforms[i].value);
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break;
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case GL_FLOAT_VEC2:
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glUniform2fv(uniforms[i].location, 1, uniforms[i].value);
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break;
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case 3:
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case GL_FLOAT_VEC3:
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glUniform3fv(uniforms[i].location, 1, uniforms[i].value);
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break;
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case 4:
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case GL_FLOAT_VEC4:
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glUniform4fv(uniforms[i].location, 1, uniforms[i].value);
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break;
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default:
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@@ -171,52 +176,6 @@ GetUniforms(GLuint program, struct uniform_info uniforms[])
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glGetActiveUniform(program, i, 100, &len, &size, &type, name);
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uniforms[i].name = strdup(name);
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switch (type) {
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case GL_FLOAT:
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size = 1;
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type = GL_FLOAT;
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break;
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case GL_FLOAT_VEC2:
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size = 2;
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type = GL_FLOAT;
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break;
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case GL_FLOAT_VEC3:
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size = 3;
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type = GL_FLOAT;
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break;
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case GL_FLOAT_VEC4:
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size = 4;
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type = GL_FLOAT;
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break;
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case GL_INT:
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size = 1;
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type = GL_INT;
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break;
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case GL_INT_VEC2:
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size = 2;
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type = GL_INT;
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break;
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case GL_INT_VEC3:
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size = 3;
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type = GL_INT;
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break;
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case GL_INT_VEC4:
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size = 4;
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type = GL_INT;
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break;
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case GL_FLOAT_MAT3:
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/* XXX fix me */
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size = 3;
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type = GL_FLOAT;
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break;
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case GL_FLOAT_MAT4:
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/* XXX fix me */
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size = 4;
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type = GL_FLOAT;
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break;
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default:
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abort();
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}
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uniforms[i].size = size;
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uniforms[i].type = type;
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uniforms[i].location = glGetUniformLocation(program, name);
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@@ -267,42 +226,6 @@ GetAttribs(GLuint program, struct attrib_info attribs[])
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glGetActiveAttrib(program, i, 100, &len, &size, &type, name);
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attribs[i].name = strdup(name);
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switch (type) {
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case GL_FLOAT:
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size = 1;
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type = GL_FLOAT;
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break;
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case GL_FLOAT_VEC2:
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size = 2;
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type = GL_FLOAT;
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break;
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case GL_FLOAT_VEC3:
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size = 3;
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type = GL_FLOAT;
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break;
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case GL_FLOAT_VEC4:
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size = 4;
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type = GL_FLOAT;
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break;
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case GL_INT:
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size = 1;
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type = GL_INT;
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break;
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case GL_INT_VEC2:
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size = 2;
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type = GL_INT;
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break;
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case GL_INT_VEC3:
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size = 3;
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type = GL_INT;
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break;
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case GL_INT_VEC4:
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size = 4;
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type = GL_INT;
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break;
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default:
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abort();
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}
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attribs[i].size = size;
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attribs[i].type = type;
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attribs[i].location = glGetAttribLocation(program, name);
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@@ -7,7 +7,7 @@ struct uniform_info
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{
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const char *name;
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GLuint size; /**< number of value[] elements: 1, 2, 3 or 4 */
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GLenum type; /**< GL_FLOAT or GL_INT */
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GLenum type; /**< GL_FLOAT, GL_FLOAT_VEC4, GL_INT, etc */
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GLfloat value[4];
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GLint location; /**< filled in by InitUniforms() */
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};
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@@ -19,7 +19,7 @@ struct attrib_info
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{
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const char *name;
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GLuint size; /**< number of value[] elements: 1, 2, 3 or 4 */
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GLenum type; /**< GL_FLOAT or GL_INT */
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GLenum type; /**< GL_FLOAT, GL_FLOAT_VEC4, GL_INT, etc */
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GLint location;
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};
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