progs/glsl: asst. changes in shtest.c
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7205221051
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@ -107,10 +107,18 @@ RandomUniformValues(void)
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{
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GLuint i;
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for (i = 0; i < NumUniforms; i++) {
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if (Uniforms[i].type == GL_FLOAT) {
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switch (Uniforms[i].type) {
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case GL_FLOAT:
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Uniforms[i].value[0] = RandomFloat(0.0, 1.0);
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}
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else {
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break;
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case GL_SAMPLER_1D:
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case GL_SAMPLER_2D:
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case GL_SAMPLER_3D:
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case GL_SAMPLER_CUBE:
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case GL_SAMPLER_2D_RECT_ARB:
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/* don't change sampler values - random values are bad */
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break;
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default:
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Uniforms[i].value[0] = RandomFloat(-1.0, 2.0);
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Uniforms[i].value[1] = RandomFloat(-1.0, 2.0);
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Uniforms[i].value[2] = RandomFloat(-1.0, 2.0);
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@ -595,10 +603,15 @@ Init(void)
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Program = LinkShaders(vertShader, fragShader);
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linkTime = GetShaderLinkTime();
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printf("Read vert shader %s\n", VertShaderFile);
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printf("Read frag shader %s\n", FragShaderFile);
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printf("Time to compile vertex shader: %fs\n", vertTime);
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printf("Time to compile fragment shader: %fs\n", fragTime);
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printf("Time to link shaders: %fs\n", linkTime);
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assert(ValidateShaderProgram(Program));
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glUseProgram(Program);
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NumUniforms = GetUniforms(Program, Uniforms);
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