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actual numbers are right, but logic is ugly XXX/TODO, i know
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1 changed files with 8 additions and 2 deletions
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@ -562,17 +562,23 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
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gfx_opengl_load_shader(prg);
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gfx_opengl_load_shader(prg);
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int ctex = opengl_curtex;
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if (cc_features.used_textures[0]) {
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if (cc_features.used_textures[0]) {
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GLint sampler_location = glGetUniformLocation(shader_program, "uTex0");
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GLint sampler_location = glGetUniformLocation(shader_program, "uTex0");
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GLint uniform_location_0 = glGetUniformLocation(shader_program, "texSize0");
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GLint uniform_location_0 = glGetUniformLocation(shader_program, "texSize0");
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glUniform1i(sampler_location, 0);
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glUniform1i(sampler_location, 0);
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glUniform2f(uniform_location_0, opengl_tex[opengl_curtex].size[0], opengl_tex[opengl_curtex].size[1]);
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int mtex = ctex;
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if (cc_features.used_textures[1]) {
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mtex = ctex - 1;
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}
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glUniform2f(uniform_location_0, opengl_tex[mtex].size[0], opengl_tex[mtex].size[1]);
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}
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}
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if (cc_features.used_textures[1]) {
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if (cc_features.used_textures[1]) {
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GLint sampler_location = glGetUniformLocation(shader_program, "uTex1");
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GLint sampler_location = glGetUniformLocation(shader_program, "uTex1");
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GLint uniform_location_1 = glGetUniformLocation(shader_program, "texSize1");
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GLint uniform_location_1 = glGetUniformLocation(shader_program, "texSize1");
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GL_CHECK(glUniform1i(sampler_location, 1));
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GL_CHECK(glUniform1i(sampler_location, 1));
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GL_CHECK(glUniform2f(uniform_location_1, opengl_tex[opengl_curtex - 1].size[0], opengl_tex[opengl_curtex - 1].size[1]));
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GL_CHECK(glUniform2f(uniform_location_1, opengl_tex[ctex].size[0], opengl_tex[ctex].size[1]));
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}
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}
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if (cc_features.opt_alpha && cc_features.opt_noise) {
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if (cc_features.opt_alpha && cc_features.opt_noise) {
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