(GLSL) More cleanups
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@ -1328,19 +1328,40 @@ static void gl_glsl_set_params(void *data, void *shader_data,
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/* Set previous textures. Only bind if they're actually used. */
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for (i = 0; i < PREV_TEXTURES; i++)
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{
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unsigned j;
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struct uniform_info prev_tex_params[3];
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if (uni->prev[i].texture >= 0)
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{
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glActiveTexture(GL_TEXTURE0 + texunit);
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glBindTexture(GL_TEXTURE_2D, prev_info[i].tex);
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glUniform1i(uni->prev[i].texture, texunit);
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prev_tex_params[0].enabled = true;
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prev_tex_params[0].location = uni->prev[i].texture;
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prev_tex_params[0].type = UNIFORM_1I;
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prev_tex_params[0].result.integer.v0 = texunit;
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texunit++;
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}
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prev_tex_params[1].enabled = false;
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prev_tex_params[1].location = uni->prev[i].texture_size;
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prev_tex_params[1].type = UNIFORM_2FV;
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prev_tex_params[1].result.floatv = (float*)prev_info[i].tex_size;
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if (uni->prev[i].texture_size >= 0)
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glUniform2fv(uni->prev[i].texture_size, 1, prev_info[i].tex_size);
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prev_tex_params[1].enabled = true;
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prev_tex_params[2].enabled = false;
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prev_tex_params[2].location = uni->prev[i].input_size;
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prev_tex_params[2].type = UNIFORM_2FV;
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prev_tex_params[2].result.floatv = (float*)prev_info[i].input_size;
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if (uni->prev[i].input_size >= 0)
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glUniform2fv(uni->prev[i].input_size, 1, prev_info[i].input_size);
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prev_tex_params[2].enabled = true;
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for (j = 0; j < 3; j++)
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glsl_uniform_set_parameter(&prev_tex_params[i], NULL);
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/* Pass texture coordinates. */
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if (uni->prev[i].tex_coord >= 0)
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