Add renderer support for additional vec* uniforms.
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@@ -75,6 +75,13 @@ namespace OpenRA.Renderer.Cg
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Tao.Cg.CgGl.cgGLSetupSampler(param, texture.texture);
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}
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public void SetVec(string name, float x)
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{
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var param = Tao.Cg.Cg.cgGetNamedEffectParameter(effect, name);
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if (param != IntPtr.Zero)
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Tao.Cg.CgGl.cgGLSetParameter1f(param, x);
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}
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public void SetVec(string name, float x, float y)
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{
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var param = Tao.Cg.Cg.cgGetNamedEffectParameter(effect, name);
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@@ -82,6 +89,22 @@ namespace OpenRA.Renderer.Cg
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Tao.Cg.CgGl.cgGLSetParameter2f(param, x, y);
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}
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public void SetVec(string name, float[] vec, int length)
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{
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var param = Tao.Cg.Cg.cgGetNamedEffectParameter(effect, name);
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if (param == IntPtr.Zero)
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return;
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switch(length)
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{
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case 1: Tao.Cg.CgGl.cgGLSetParameter1fv(param, vec); break;
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case 2: Tao.Cg.CgGl.cgGLSetParameter2fv(param, vec); break;
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case 3: Tao.Cg.CgGl.cgGLSetParameter3fv(param, vec); break;
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case 4: Tao.Cg.CgGl.cgGLSetParameter4fv(param, vec); break;
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default: throw new InvalidDataException("Invalid vector length");
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}
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}
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public void SetMatrix(string name, float[] mtx)
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{
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if (mtx.Length != 16)
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