@@ -160,7 +160,7 @@ void UpdateSurfaceDataGeneric3D( uint32_t* materials, shaderStage_t* pStage, boo
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gl_genericShaderMaterial->SetUniform_DepthScale ( pStage->depthFadeValue );
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}
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- gl_genericShaderMaterial->WriteUniformsToBuffer ( materials );
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+ gl_genericShaderMaterial->WriteUniformsToBuffer ( materials, GLShader::MATERIAL );
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}
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void UpdateSurfaceDataLightMapping ( uint32_t * materials, shaderStage_t* pStage, bool , bool vertexLit, bool fullbright ) {
@@ -212,7 +212,7 @@ void UpdateSurfaceDataLightMapping( uint32_t* materials, shaderStage_t* pStage,
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gl_lightMappingShaderMaterial->SetUniform_SpecularExponent ( specExpMin, specExpMax );
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}
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- gl_lightMappingShaderMaterial->WriteUniformsToBuffer ( materials );
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+ gl_lightMappingShaderMaterial->WriteUniformsToBuffer ( materials, GLShader::MATERIAL );
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}
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void UpdateSurfaceDataReflection ( uint32_t * materials, shaderStage_t* pStage, bool , bool , bool ) {
@@ -253,7 +253,7 @@ void UpdateSurfaceDataReflection( uint32_t* materials, shaderStage_t* pStage, bo
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gl_reflectionShaderMaterial->SetUniform_ReliefOffsetBias ( shader->reliefOffsetBias );
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}
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- gl_reflectionShaderMaterial->WriteUniformsToBuffer ( materials );
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+ gl_reflectionShaderMaterial->WriteUniformsToBuffer ( materials, GLShader::MATERIAL );
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}
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void UpdateSurfaceDataSkybox ( uint32_t * materials, shaderStage_t* pStage, bool , bool , bool ) {
@@ -264,7 +264,7 @@ void UpdateSurfaceDataSkybox( uint32_t* materials, shaderStage_t* pStage, bool,
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// u_AlphaThreshold
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gl_skyboxShaderMaterial->SetUniform_AlphaTest ( GLS_ATEST_NONE );
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- gl_skyboxShaderMaterial->WriteUniformsToBuffer ( materials );
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+ gl_skyboxShaderMaterial->WriteUniformsToBuffer ( materials, GLShader::MATERIAL );
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}
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void UpdateSurfaceDataScreen ( uint32_t * materials, shaderStage_t* pStage, bool , bool , bool ) {
@@ -277,7 +277,7 @@ void UpdateSurfaceDataScreen( uint32_t* materials, shaderStage_t* pStage, bool,
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this seems to be the only material system shader that might need it to not be global */
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gl_screenShaderMaterial->SetUniform_CurrentMapBindless ( BindAnimatedImage ( 0 , &pStage->bundle [TB_COLORMAP] ) );
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- gl_screenShaderMaterial->WriteUniformsToBuffer ( materials );
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+ gl_screenShaderMaterial->WriteUniformsToBuffer ( materials, GLShader::MATERIAL );
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}
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void UpdateSurfaceDataHeatHaze ( uint32_t * materials, shaderStage_t* pStage, bool , bool , bool ) {
@@ -296,7 +296,7 @@ void UpdateSurfaceDataHeatHaze( uint32_t* materials, shaderStage_t* pStage, bool
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gl_heatHazeShaderMaterial->SetUniform_NormalScale ( normalScale );
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}
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- gl_heatHazeShaderMaterial->WriteUniformsToBuffer ( materials );
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+ gl_heatHazeShaderMaterial->WriteUniformsToBuffer ( materials, GLShader::MATERIAL );
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}
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void UpdateSurfaceDataLiquid ( uint32_t * materials, shaderStage_t* pStage, bool , bool , bool ) {
@@ -348,15 +348,15 @@ void UpdateSurfaceDataLiquid( uint32_t* materials, shaderStage_t* pStage, bool,
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gl_liquidShaderMaterial->SetUniform_NormalScale ( normalScale );
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}
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- gl_liquidShaderMaterial->WriteUniformsToBuffer ( materials );
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+ gl_liquidShaderMaterial->WriteUniformsToBuffer ( materials, GLShader::MATERIAL );
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}
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void UpdateSurfaceDataFog ( uint32_t * materials, shaderStage_t* pStage, bool , bool , bool ) {
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// shader_t* shader = pStage->shader;
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materials += pStage->bufferOffset ;
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- gl_fogQuake3ShaderMaterial->WriteUniformsToBuffer ( materials );
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+ gl_fogQuake3ShaderMaterial->WriteUniformsToBuffer ( materials, GLShader::MATERIAL );
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}
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/*
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