Expose water ripple as a uniform to allow for water ripple shaders

This commit is contained in:
NepDisk 2026-04-29 16:35:27 -04:00
parent d06ffdd9af
commit 0c8d2efce0

View file

@ -656,6 +656,8 @@ typedef enum
gluniform_scr_resolution,
gluniform_water_ripple,
gluniform_max,
} gluniform_t;
@ -1943,6 +1945,8 @@ static void Shader_SetUniforms(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAF
UNIFORM_2(shader->uniforms[gluniform_scr_resolution], (GLfloat)vid.width, (GLfloat)vid.height, pglUniform2f);
UNIFORM_1(shader->uniforms[gluniform_water_ripple], !!(Surface && (Surface->PolyFlags & PF_Ripple)), pglUniform1f);
#undef UNIFORM_1
#undef UNIFORM_2
#undef UNIFORM_3
@ -2079,6 +2083,8 @@ static boolean Shader_CompileProgram(gl_shader_t *shader, GLint i)
// misc. (custom shaders)
shader->uniforms[gluniform_leveltime] = GETUNI("leveltime");
shader->uniforms[gluniform_water_ripple] = GETUNI("water_ripple");
#undef GETUNI
// set permanent uniform values