@@ -1915,7 +1915,6 @@ static void RB_SetupLightForLighting( trRefLight_t *light )
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// set uniforms
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gl_genericShader->SetUniform_ColorModulate ( colorGen_t::CGEN_VERTEX, alphaGen_t::AGEN_VERTEX );
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gl_genericShader->SetUniform_Color ( Color::Black );
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- // TODO: set u_InverseLightFactor!
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GL_State ( GLS_POLYMODE_LINE | GLS_DEPTHTEST_DISABLE );
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GL_Cull ( cullType_t::CT_TWO_SIDED );
@@ -2762,7 +2761,6 @@ void RB_RunVisTests( )
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gl_genericShader->SetUniform_Color ( Color::White );
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gl_genericShader->SetUniform_ColorModulate ( colorGen_t::CGEN_CONST, alphaGen_t::AGEN_CONST );
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- gl_genericShader->SetUniform_InverseLightFactor ( tr.mapInverseLightFactor );
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gl_genericShader->SetUniform_ModelMatrix ( backEnd.orientation .transformMatrix );
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gl_genericShader->SetUniform_ModelViewProjectionMatrix ( glState.modelViewProjectionMatrix [ glState.stackIndex ] );
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@@ -3392,7 +3390,6 @@ static void RB_RenderDebugUtils()
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// set uniforms
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gl_genericShader->SetUniform_ColorModulate ( colorGen_t::CGEN_CUSTOM_RGB, alphaGen_t::AGEN_CUSTOM );
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- gl_genericShader->SetUniform_InverseLightFactor ( tr.mapInverseLightFactor );
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// bind u_ColorMap
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gl_genericShader->SetUniform_ColorMapBindless (
@@ -3529,7 +3526,6 @@ static void RB_RenderDebugUtils()
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// set uniforms
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gl_genericShader->SetUniform_ColorModulate ( colorGen_t::CGEN_VERTEX, alphaGen_t::AGEN_VERTEX );
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gl_genericShader->SetUniform_Color ( Color::Black );
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- gl_genericShader->SetUniform_InverseLightFactor ( tr.mapInverseLightFactor );
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// bind u_ColorMap
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gl_genericShader->SetUniform_ColorMapBindless (
@@ -3639,7 +3635,6 @@ static void RB_RenderDebugUtils()
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// set uniforms
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gl_genericShader->SetUniform_ColorModulate ( colorGen_t::CGEN_VERTEX, alphaGen_t::AGEN_VERTEX );
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gl_genericShader->SetUniform_Color ( Color::Black );
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- gl_genericShader->SetUniform_InverseLightFactor ( tr.mapInverseLightFactor );
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// bind u_ColorMap
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gl_genericShader->SetUniform_ColorMapBindless (
@@ -3699,7 +3694,6 @@ static void RB_RenderDebugUtils()
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// set uniforms
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gl_genericShader->SetUniform_ColorModulate ( colorGen_t::CGEN_VERTEX, alphaGen_t::AGEN_VERTEX );
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gl_genericShader->SetUniform_Color ( Color::Black );
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- gl_genericShader->SetUniform_InverseLightFactor ( tr.mapInverseLightFactor );
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// bind u_ColorMap
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gl_genericShader->SetUniform_ColorMapBindless (
@@ -3907,7 +3901,6 @@ static void RB_RenderDebugUtils()
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// set uniforms
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gl_genericShader->SetUniform_ColorModulate ( colorGen_t::CGEN_CUSTOM_RGB, alphaGen_t::AGEN_CUSTOM );
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- gl_genericShader->SetUniform_InverseLightFactor ( tr.mapInverseLightFactor );
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// bind u_ColorMap
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gl_genericShader->SetUniform_ColorMapBindless (
@@ -4038,7 +4031,6 @@ static void RB_RenderDebugUtils()
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// set uniforms
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gl_genericShader->SetUniform_ColorModulate ( colorGen_t::CGEN_VERTEX, alphaGen_t::AGEN_VERTEX );
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gl_genericShader->SetUniform_Color ( Color::Black );
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- gl_genericShader->SetUniform_InverseLightFactor ( tr.mapInverseLightFactor );
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GL_State ( GLS_DEFAULT );
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GL_Cull ( cullType_t::CT_TWO_SIDED );
@@ -4115,7 +4107,6 @@ static void RB_RenderDebugUtils()
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// set uniforms
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gl_genericShader->SetUniform_ColorModulate ( colorGen_t::CGEN_VERTEX, alphaGen_t::AGEN_VERTEX );
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gl_genericShader->SetUniform_Color ( Color::Black );
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- gl_genericShader->SetUniform_InverseLightFactor ( tr.mapInverseLightFactor );
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GL_State ( GLS_DEFAULT );
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GL_Cull ( cullType_t::CT_TWO_SIDED );
@@ -4200,7 +4191,6 @@ static void RB_RenderDebugUtils()
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// set uniforms
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gl_genericShader->SetUniform_ColorModulate ( colorGen_t::CGEN_CUSTOM_RGB, alphaGen_t::AGEN_CUSTOM );
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- gl_genericShader->SetUniform_InverseLightFactor ( tr.mapInverseLightFactor );
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// bind u_ColorMap
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gl_genericShader->SetUniform_ColorMapBindless (
@@ -4494,7 +4484,6 @@ void DebugDrawBegin( debugDrawMode_t mode, float size ) {
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// set uniforms
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gl_genericShader->SetUniform_ColorModulate ( colorGen_t::CGEN_VERTEX, alphaGen_t::AGEN_VERTEX );
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gl_genericShader->SetUniform_Color ( colorClear );
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- gl_genericShader->SetUniform_InverseLightFactor ( tr.mapInverseLightFactor );
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// bind u_ColorMap
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gl_genericShader->SetUniform_ColorMapBindless (
@@ -5609,7 +5598,6 @@ void RB_ShowImages()
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// set uniforms
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gl_genericShader->SetUniform_ColorModulate ( colorGen_t::CGEN_VERTEX, alphaGen_t::AGEN_VERTEX );
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gl_genericShader->SetUniform_TextureMatrix ( matrixIdentity );
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- gl_genericShader->SetUniform_InverseLightFactor ( tr.mapInverseLightFactor );
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GL_SelectTexture ( 0 );
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