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Fix sprites uniform not being initialized when using layered rendering
Had no actual bad effects since it is initialized to zero anyway
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3b4a242e26
1 changed files with 6 additions and 5 deletions
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@ -302,11 +302,6 @@ draw_graphics(ssize_t vao_idx, ssize_t gvao_idx, ImageRenderData *data, GLuint s
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static void
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draw_all_cells(ssize_t vao_idx, ssize_t gvao_idx, Screen *screen) {
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bind_program(CELL_PROGRAM);
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static bool cell_constants_set = false;
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if (!cell_constants_set) {
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glUniform1i(glGetUniformLocation(program_id(CELL_PROGRAM), "sprites"), SPRITE_MAP_UNIT);
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cell_constants_set = true;
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}
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glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns);
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if (screen->grman->count) draw_graphics(vao_idx, gvao_idx, screen->grman->render_data, 0, screen->grman->count);
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}
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@ -340,6 +335,12 @@ draw_cells(ssize_t vao_idx, ssize_t gvao_idx, GLfloat xstart, GLfloat ystart, GL
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(GLsizei)(ceilf(SCALE(height, h / 2.0f)))
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);
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#undef SCALE
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static bool cell_constants_set = false;
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if (!cell_constants_set) {
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glUniform1i(glGetUniformLocation(program_id(CELL_PROGRAM), "sprites"), SPRITE_MAP_UNIT);
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glUniform1i(glGetUniformLocation(program_id(CELL_FOREGROUND_PROGRAM), "sprites"), SPRITE_MAP_UNIT);
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cell_constants_set = true;
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}
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if (screen->grman->num_of_negative_refs) draw_cells_interleaved(vao_idx, gvao_idx, screen);
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else draw_all_cells(vao_idx, gvao_idx, screen);
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}
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