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accessors created for shader uniforms
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@ -363,20 +363,17 @@ void display_data::set_projection(int ed) {
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}
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glUniform1i(glhr::current->tInvExpTable, glhr::INVERSE_EXP_BINDING);
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glActiveTexture(GL_TEXTURE0 + glhr::INVERSE_EXP_BINDING);
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glBindTexture(GL_TEXTURE_3D, invexpid);
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glActiveTexture(GL_TEXTURE0 + 0);
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glUniform1f(glhr::current->uPRECX, solv::PRECX);
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glUniform1f(glhr::current->uPRECY, solv::PRECY);
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glUniform1f(glhr::current->uPRECZ, solv::PRECZ);
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glhr::set_solv_prec(solv::PRECX, solv::PRECY, solv::PRECZ);
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}
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if(glhr::new_shader_projection == glhr::shader_projection::standardSL2) {
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glUniform1f(glhr::current->uIndexSL, 0);
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glUniform1i(glhr::current->uIterations, slr::steps);
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glhr::set_index_sl(0);
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glhr::set_sl_iterations(slr::steps);
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}
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auto cd = current_display;
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@ -661,7 +661,7 @@ void dqi_poly::gldraw() {
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if(min_slr < max_slr) {
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min_slr++;
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glUniform1f(glhr::current->uIndexSL, M_PI * min_slr);
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glhr::set_index_sl(M_PI * min_slr);
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goto next_slr;
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}
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}
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@ -1159,7 +1159,7 @@ void dqi_poly::draw() {
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min_slr = ceil((-zr - z) / M_PI);
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max_slr = floor((zr - z) / M_PI);
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if(min_slr > max_slr) return;
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glUniform1f(glhr::current->uIndexSL, M_PI * min_slr);
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glhr::set_index_sl(M_PI * min_slr);
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}
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set_width(get_width(this));
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flags &= ~POLY_INVERSE;
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15
shaders.cpp
15
shaders.cpp
@ -381,6 +381,21 @@ struct GLprogram {
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};
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EX void set_index_sl(ld x) {
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glUniform1f(glhr::current->uIndexSL, x);
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}
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EX void set_sl_iterations(int steps) {
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glUniform1i(glhr::current->uIterations, steps);
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}
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EX void set_solv_prec(int x, int y, int z) {
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glUniform1i(glhr::current->tInvExpTable, glhr::INVERSE_EXP_BINDING);
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glUniform1f(glhr::current->uPRECX, x);
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glUniform1f(glhr::current->uPRECY, y);
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glUniform1f(glhr::current->uPRECZ, z);
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}
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GLprogram *programs[gmMAX][int(shader_projection::MAX)];
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string stringbuilder() { return ""; }
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