Add renderer support for additional vec* uniforms.
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@@ -141,6 +141,16 @@ namespace OpenRA.Renderer.Glsl
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textures[texUnit] = t;
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}
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public void SetVec(string name, float x)
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{
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Gl.glUseProgramObjectARB(program);
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ErrorHandler.CheckGlError();
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int param = Gl.glGetUniformLocationARB(program, name);
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ErrorHandler.CheckGlError();
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Gl.glUniform1fARB(param,x);
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ErrorHandler.CheckGlError();
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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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Gl.glUseProgramObjectARB(program);
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@@ -151,6 +161,21 @@ namespace OpenRA.Renderer.Glsl
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ErrorHandler.CheckGlError();
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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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int param = Gl.glGetUniformLocationARB(program, name);
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ErrorHandler.CheckGlError();
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switch(length)
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{
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case 1: Gl.glUniform1fv(param, 1, vec); break;
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case 2: Gl.glUniform2fv(param, 1, vec); break;
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case 3: Gl.glUniform3fv(param, 1, vec); break;
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case 4: Gl.glUniform4fv(param, 1, vec); break;
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default: throw new InvalidDataException("Invalid vector length");
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}
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ErrorHandler.CheckGlError();
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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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