Fix Water_Ripple uniform

This commit is contained in:
NepDisk 2026-04-29 17:10:20 -04:00
parent 0c8d2efce0
commit ec53fd6511

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@ -1945,7 +1945,14 @@ static void Shader_SetUniforms(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAF
UNIFORM_2(shader->uniforms[gluniform_scr_resolution], (GLfloat)vid.width, (GLfloat)vid.height, pglUniform2f); 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); if (Surface)
{
UNIFORM_1(shader->uniforms[gluniform_water_ripple], (Surface->PolyFlags & PF_Ripple), pglUniform1f);
}
else
{
UNIFORM_1(shader->uniforms[gluniform_water_ripple], 0, pglUniform1f);
}
#undef UNIFORM_1 #undef UNIFORM_1
#undef UNIFORM_2 #undef UNIFORM_2