Fixed some GL inconsistencies and Lit Proj
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@@ -96,6 +96,7 @@ void gl_state_bind_uniform_buffer(GLuint buffer, bool force) {
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void gl_state_bind_uniform_buffer_base(GLuint index, GLuint buffer, bool force) {
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if (force || gl_state.uniform_buffer_bindings[index] != buffer) {
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glBindBufferBase(GL_UNIFORM_BUFFER, index, buffer);
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gl_state.uniform_buffer_binding = buffer;
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gl_state.uniform_buffer_bindings[index] = buffer;
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gl_state.uniform_buffer_offsets[index] = 0;
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gl_state.uniform_buffer_sizes[index] = -1;
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@@ -108,6 +109,7 @@ void gl_state_bind_uniform_buffer_range(GLuint index,
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|| gl_state.uniform_buffer_offsets[index] != offset
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|| gl_state.uniform_buffer_sizes[index] != size) {
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glBindBufferRange(GL_UNIFORM_BUFFER, index, buffer, offset, size);
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gl_state.uniform_buffer_binding = buffer;
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gl_state.uniform_buffer_bindings[index] = buffer;
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gl_state.uniform_buffer_offsets[index] = offset;
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gl_state.uniform_buffer_sizes[index] = size;
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@@ -124,6 +126,7 @@ void gl_state_bind_shader_storage_buffer(GLuint buffer, bool force) {
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void gl_state_bind_shader_storage_buffer_base(GLuint index, GLuint buffer, bool force) {
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if (force || gl_state.shader_storage_buffer_bindings[index] != buffer) {
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, buffer);
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shader_storage_buffer_binding = buffer;
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gl_state.shader_storage_buffer_bindings[index] = buffer;
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gl_state.shader_storage_buffer_offsets[index] = 0;
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gl_state.shader_storage_buffer_sizes[index] = -1;
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@@ -136,6 +139,7 @@ void gl_state_bind_shader_storage_buffer_range(GLuint index,
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|| gl_state.shader_storage_buffer_offsets[index] != offset
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|| gl_state.shader_storage_buffer_sizes[index] != size) {
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, index, buffer, offset, size);
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shader_storage_buffer_binding = buffer;
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gl_state.shader_storage_buffer_bindings[index] = buffer;
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gl_state.shader_storage_buffer_offsets[index] = offset;
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gl_state.shader_storage_buffer_sizes[index] = size;
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@@ -297,7 +301,7 @@ void gl_state_get() {
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glActiveTexture((GLenum)(GL_TEXTURE0 + i));
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glGetIntegervDLL(GL_TEXTURE_BINDING_2D, &gl_state.texture_binding_2d[i]);
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glGetIntegervDLL(GL_TEXTURE_BINDING_CUBE_MAP, &gl_state.texture_binding_cube_map[i]);
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glGetIntegeri_v(GL_SAMPLER_BINDING, i, &gl_state.sampler_binding[i]);
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glGetIntegervDLL(GL_SAMPLER_BINDING, &gl_state.sampler_binding[i]);
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}
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glActiveTexture(gl_state.active_texture);
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@@ -301,11 +301,14 @@ namespace rndr {
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disp_manager->check_vertex_arrays();
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gl_state_bind_vertex_array(0);
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gl_state_disable_primitive_restart();
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gl_state_bind_uniform_buffer(0);
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gl_state_bind_uniform_buffer_base(0, 0);
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gl_state_bind_uniform_buffer_base(1, 0);
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gl_state_bind_uniform_buffer_base(2, 0);
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gl_state_bind_uniform_buffer_base(3, 0);
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gl_state_bind_uniform_buffer_base(4, 0);
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gl_state_bind_shader_storage_buffer(0);
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gl_state_bind_shader_storage_buffer_base(0, 0);
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}
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void RenderManager::render_single_pass(RenderPassID id) {
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@@ -1673,6 +1676,9 @@ static bool draw_pass_shadow_litproj_set_mat(bool set_mat) {
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vec3 up = { 0.0f, 1.0f, 0.0f };
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mat4_look_at(&position, &interest, &up, &rctx->view_mat);
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mat4_mul(&rctx->view_mat, &rctx->proj_mat, &rctx->vp_mat);
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rctx->set_scene_projection_view(rctx->view_mat, rctx->proj_mat, position);
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}
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return true;
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@@ -1876,8 +1882,8 @@ static int32_t draw_pass_3d_get_translucent_count() {
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}
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static void draw_pass_3d_shadow_reset() {
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gl_state_active_bind_texture_2d(6, 0);
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gl_state_active_bind_texture_2d(7, 0);
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gl_state_active_bind_texture_2d(6, rctx->empty_texture_2d->glid);
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gl_state_active_bind_texture_2d(7, rctx->empty_texture_2d->glid);
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draw_state.self_shadow = false;
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draw_state.shadow = false;
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}
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@@ -215,11 +215,11 @@ static const int32_t glass_eye_fpt_unival_max[] = {
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};
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static const int32_t esm_gauss_vpt_unival_max[] = {
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-1,
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0,
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};
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static const int32_t esm_gauss_fpt_unival_max[] = {
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-1,
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1,
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};
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static const int32_t esm_filter_min_vpt_unival_max[] = {
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@@ -1001,7 +1001,7 @@ static const uniform_name GLASEYE_uniform[] = {
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};
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static const uniform_name ESMGAUSS_uniform[] = {
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U_INVALID,
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U_LIGHT_PROJ,
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};
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static const uniform_name ESMFILT_uniform[] = {
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