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accessors created for shader uniforms
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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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