UDitherMode(GLuint _program, bool _usesNoise) : m_usesNoise(_usesNoise) { LocateUniform(uAlphaCompareMode); LocateUniform(uAlphaDitherMode); LocateUniform(uColorDitherMode); }
UTextureSize(GLuint _program, bool _useT0, bool _useT1) : m_useT0(_useT0) , m_useT1(_useT1) { LocateUniform(uTextureSize[0]); LocateUniform(uTextureSize[1]); }
UColors(GLuint _program) { LocateUniform(uFogColor); LocateUniform(uCenterColor); LocateUniform(uScaleColor); LocateUniform(uBlendColor); LocateUniform(uEnvColor); LocateUniform(uPrimColor); LocateUniform(uPrimLod); LocateUniform(uK4); LocateUniform(uK5); }
UTextureParams(GLuint _program, bool _useT0, bool _useT1) { m_useTile[0] = _useT0; m_useTile[1] = _useT1; LocateUniform(uTexOffset[0]); LocateUniform(uTexOffset[1]); LocateUniform(uCacheShiftScale[0]); LocateUniform(uCacheShiftScale[1]); LocateUniform(uCacheScale[0]); LocateUniform(uCacheScale[1]); LocateUniform(uCacheOffset[0]); LocateUniform(uCacheOffset[1]); LocateUniform(uTexScale); LocateUniform(uCacheFrameBuffer); }
UDepthInfo(GLuint _program) { LocateUniform(uEnableDepth); LocateUniform(uEnableDepthCompare); LocateUniform(uEnableDepthUpdate); LocateUniform(uDepthMode); LocateUniform(uDepthSource); LocateUniform(uDeltaZ); }
UMipmap2(GLuint _program) { LocateUniform(uEnableLod); LocateUniform(uTextureDetail); }
UScreenCoordsScale(GLuint _program) { LocateUniform(uScreenCoordsScale); }
URenderTarget(GLuint _program) { LocateUniform(uRenderTarget); }
UDepthScale(GLuint _program) { LocateUniform(uDepthScale); }
UAlphaTestInfo(GLuint _program) { LocateUniform(uEnableAlphaTest); LocateUniform(uAlphaCvgSel); LocateUniform(uCvgXAlpha); LocateUniform(uAlphaTestValue); }
UDepthTex(GLuint _program) { LocateUniform(uDepthTex); }
UMipmap1(GLuint _program) { LocateUniform(uMinLod); LocateUniform(uMaxTile); }
URectColor(GLuint _program) { LocateUniform(uRectColor); }
UTextures(GLuint _program) { LocateUniform(uTex0); LocateUniform(uTex1); }
UBlendMode2Cycle(GLuint _program) { LocateUniform(uBlendMux1); LocateUniform(uBlendMux2); LocateUniform(uForceBlendCycle1); LocateUniform(uForceBlendCycle2); }
UFog(GLuint _program) { LocateUniform(uFogUsage); LocateUniform(uFogScale); }
UFrameBufferInfo(GLuint _program) { LocateUniform(uFbMonochrome); LocateUniform(uFbFixedAlpha); LocateUniform(uMSTexEnabled); }
UMSAATextures(GLuint _program) { LocateUniform(uMSTex0); LocateUniform(uMSTex1); LocateUniform(uMSAASamples); }
UTexturePersp(GLuint _program) { LocateUniform(uTexturePersp); }
UTextureFilterMode(GLuint _program) { LocateUniform(uTextureFilterMode); }
void _locate_uniforms(ShaderProgram *p) { LocateUniform(uTex0); LocateUniform(uTex1); LocateUniform(uNoise); LocateUniform(uEnvColor); LocateUniform(uPrimColor); LocateUniform(uPrimLODFrac); LocateUniform(uK4); LocateUniform(uK5); LocateUniform(uFogColor); LocateUniform(uEnableFog); LocateUniform(uRenderState); LocateUniform(uFogMultiplier); LocateUniform(uFogOffset); LocateUniform(uAlphaRef); LocateUniform(uTexScale); LocateUniform(uTexOffset[0]); LocateUniform(uTexOffset[1]); LocateUniform(uCacheShiftScale[0]); LocateUniform(uCacheShiftScale[1]); LocateUniform(uCacheScale[0]); LocateUniform(uCacheScale[1]); LocateUniform(uCacheOffset[0]); LocateUniform(uCacheOffset[1]); }
UNoiseTex(GLuint _program) { LocateUniform(uTexNoise); }