| 725 | } |
| 726 | |
| 727 | void R_updateUniforms() |
| 728 | { |
| 729 | glUseProgramObjectARB(game.shaders.curvature); |
| 730 | glUniform1f(game.shaders.uniformCurvature, game.shaders.curvValue); |
| 731 | glUseProgramObjectARB(game.shaders.horizontalBlur); |
| 732 | glUniform1f(game.shaders.uniformHBlurSize, |
| 733 | game.shaders.blurValue / game.clientRect.w); |
| 734 | glUseProgramObjectARB(game.shaders.verticalBlur); |
| 735 | glUniform1f(game.shaders.uniformVBlurSize, |
| 736 | game.shaders.blurValue / game.clientRect.h); |
| 737 | glUseProgramObjectARB(game.shaders.bilinear); |
| 738 | glUniform1f(game.shaders.uniformHBilinearSize, 2.0f / game.sceneRect.w); |
| 739 | glUniform1f(game.shaders.uniformVBilinearSize, 2.0f / game.sceneRect.h); |
| 740 | glUseProgramObjectARB(NULL); |
| 741 | } |
| 742 | |
| 743 | void I_updateGameInput(Input* pinput) |
| 744 | { |