(GLSL) Cleanup
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@ -1158,13 +1158,20 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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/* Set lookup textures. */
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for (i = 0; i < glsl->shader->luts; i++)
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{
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struct uniform_info lut_uniform;
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if (uni->lut_texture[i] < 0)
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continue;
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/* Have to rebind as HW render could override this. */
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glActiveTexture(GL_TEXTURE0 + texunit);
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glBindTexture(GL_TEXTURE_2D, glsl->gl_teximage[i]);
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glUniform1i(uni->lut_texture[i], texunit);
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lut_uniform.enabled = true;
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lut_uniform.location = uni->lut_texture[i];
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lut_uniform.type = UNIFORM_1I;
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lut_uniform.result.integer.v0 = texunit;
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glsl_uniform_set_parameter(&lut_uniform, NULL);
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texunit++;
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}
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@ -1173,9 +1180,17 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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/* Set original texture. */
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if (uni->orig.texture >= 0)
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{
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struct uniform_info orig_tex_uniform;
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/* Bind original texture. */
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glActiveTexture(GL_TEXTURE0 + texunit);
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glUniform1i(uni->orig.texture, texunit);
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orig_tex_uniform.enabled = true;
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orig_tex_uniform.location = uni->orig.texture;
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orig_tex_uniform.type = UNIFORM_1I;
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orig_tex_uniform.result.integer.v0 = texunit;
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glsl_uniform_set_parameter(&orig_tex_uniform, NULL);
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glBindTexture(GL_TEXTURE_2D, info->tex);
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texunit++;
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}
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