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(GLSL) Cleanups
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@ -1354,16 +1354,17 @@ static bool gl_glsl_set_mvp(void *data, void *shader_data, const math_matrix_4x4
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(void)data;
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if (!glsl || !glsl->shader->modern)
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{
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gl_ff_matrix(mat);
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return false;
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}
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goto fallback;
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loc = glsl->uniforms[glsl->glsl_active_index].mvp;
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if (loc >= 0)
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glUniformMatrix4fv(loc, 1, GL_FALSE, mat->data);
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return true;
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fallback:
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gl_ff_matrix(mat);
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return false;
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}
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static bool gl_glsl_set_coords(void *handle_data, void *shader_data, const void *data)
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@ -1379,10 +1380,7 @@ static bool gl_glsl_set_coords(void *handle_data, void *shader_data, const void
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glsl_shader_data_t *glsl = (glsl_shader_data_t*)shader_data;
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if (!glsl || !glsl->shader->modern || !coords)
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{
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gl_ff_vertex(coords);
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return false;
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}
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goto fallback;
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buffer = short_buffer;
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if (coords->vertices > 4)
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@ -1390,10 +1388,7 @@ static bool gl_glsl_set_coords(void *handle_data, void *shader_data, const void
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(2 + 2 + 4 + 2), sizeof(*buffer));
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if (!buffer)
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{
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gl_ff_vertex(coords);
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return false;
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}
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goto fallback;
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attr = attribs;
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uni = &glsl->uniforms[glsl->glsl_active_index];
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@ -1462,6 +1457,10 @@ static bool gl_glsl_set_coords(void *handle_data, void *shader_data, const void
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free(buffer);
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return true;
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fallback:
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gl_ff_vertex(coords);
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return false;
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}
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static void gl_glsl_use(void *data, void *shader_data, unsigned idx, bool set_active)
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