More tweaks to GLES legacy pipeline
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@ -108,7 +108,7 @@ void main ()
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else if(uMaterialType == Solid2Layer)
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else if(uMaterialType == Solid2Layer)
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gl_FragColor = render2LayerSolid();
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gl_FragColor = render2LayerSolid();
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else if(uMaterialType == LightMap)
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else if(uMaterialType == LightMap)
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gl_FragColor = renderLightMap();
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gl_FragColor = renderSolid();
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else if(uMaterialType == DetailMap)
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else if(uMaterialType == DetailMap)
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gl_FragColor = renderDetailMap();
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gl_FragColor = renderDetailMap();
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else if(uMaterialType == SphereMap)
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else if(uMaterialType == SphereMap)
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@ -92,6 +92,7 @@ bool COGLES2FixedPipelineRenderer::OnRender(IMaterialRendererServices* service,
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Driver->setTextureRenderStates(Driver->getCurrentMaterial(), false);
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Driver->setTextureRenderStates(Driver->getCurrentMaterial(), false);
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s32 materialType = 0;
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s32 materialType = 0;
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bool second_texture = false;
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switch(Driver->getCurrentMaterial().MaterialType)
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switch(Driver->getCurrentMaterial().MaterialType)
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{
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{
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@ -102,10 +103,13 @@ bool COGLES2FixedPipelineRenderer::OnRender(IMaterialRendererServices* service,
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case EMT_LIGHTMAP_ADD:
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case EMT_LIGHTMAP_ADD:
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case EMT_LIGHTMAP_M2:
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case EMT_LIGHTMAP_M2:
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case EMT_LIGHTMAP_M4:
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case EMT_LIGHTMAP_M4:
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materialType = 2;
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break;
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case EMT_LIGHTMAP_LIGHTING:
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case EMT_LIGHTMAP_LIGHTING:
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case EMT_LIGHTMAP_LIGHTING_M2:
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case EMT_LIGHTMAP_LIGHTING_M2:
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case EMT_LIGHTMAP_LIGHTING_M4:
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case EMT_LIGHTMAP_LIGHTING_M4:
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materialType = 2;
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materialType = 2;
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second_texture = true;
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break;
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break;
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case EMT_DETAIL_MAP:
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case EMT_DETAIL_MAP:
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materialType = 3;
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materialType = 3;
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@ -161,6 +165,9 @@ bool COGLES2FixedPipelineRenderer::OnRender(IMaterialRendererServices* service,
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s32 TextureUnit0 = 0;
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s32 TextureUnit0 = 0;
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//s32 TextureUnit1 = 1;
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//s32 TextureUnit1 = 1;
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if (second_texture)
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TextureUnit0 = 1;
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IMaterialRendererServices::setPixelShaderConstant("uTextureUnit0", &TextureUnit0, 1);
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IMaterialRendererServices::setPixelShaderConstant("uTextureUnit0", &TextureUnit0, 1);
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//IMaterialRendererServices::setPixelShaderConstant("uTextureUnit1", &TextureUnit1, 1);
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//IMaterialRendererServices::setPixelShaderConstant("uTextureUnit1", &TextureUnit1, 1);
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