From 799b1ec0d3e356fb5d9057885c37a65d48f2e49a Mon Sep 17 00:00:00 2001 From: NepDisk Date: Thu, 30 Apr 2026 12:05:53 -0400 Subject: [PATCH] Revert "Expose water ripple as a uniform to allow for water ripple shaders" This reverts commit 0c8d2efce0e5849b2ccd1f34ccf652aa2e0e65c9. I had the idea of applying this flag to more surfaces in hardcode but not so sure thats a good idea anymore --- src/hardware/r_opengl/r_opengl.c | 6 ------ 1 file changed, 6 deletions(-) diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c index 7bab48963..35aea7d9c 100644 --- a/src/hardware/r_opengl/r_opengl.c +++ b/src/hardware/r_opengl/r_opengl.c @@ -656,8 +656,6 @@ typedef enum gluniform_scr_resolution, - gluniform_water_ripple, - gluniform_max, } gluniform_t; @@ -1945,8 +1943,6 @@ 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 @@ -2083,8 +2079,6 @@ 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