From dd728a6a2fb42ab8de291545925f90db45d07317 Mon Sep 17 00:00:00 2001
From: divverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Date: Sat, 10 Jan 2009 18:22:47 +0000
Subject: [PATCH] add a new vec2 LowerRightCorner to the glsl shader. The
 screen texture is in 0..LowerRightCorner

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8640 d7cf8633-e32d-0410-b094-e92efae38249
---
 gl_rmain.c | 5 +++++
 1 file changed, 5 insertions(+)

diff --git a/gl_rmain.c b/gl_rmain.c
index 5aa039e0..c70ea51f 100644
--- a/gl_rmain.c
+++ b/gl_rmain.c
@@ -484,6 +484,7 @@ static const char *builtinshaderstring =
 "// uniform vec4 UserVec4;\n"
 "// uniform float ClientTime;\n"
 "// uniform vec2 PixelSize;\n"
+"// uniform vec2 LowerRightCorner;\n"
 "void main(void)\n"
 "{\n"
 "	gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
@@ -1214,6 +1215,7 @@ typedef struct r_glsl_permutation_s
 	int loc_UserVec4;
 	int loc_ClientTime;
 	int loc_PixelSize;
+	int loc_LowerRightCorner;
 }
 r_glsl_permutation_t;
 
@@ -1374,6 +1376,7 @@ static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t per
 		p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
 		p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
 		p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
+		p->loc_LowerRightCorner           = qglGetUniformLocationARB(p->program, "LowerRightCorner");
 		// initialize the samplers to refer to the texture units we use
 		if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
 		if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
@@ -3524,6 +3527,8 @@ static void R_BlendView(void)
 			qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
 		if (r_glsl_permutation->loc_PixelSize >= 0)
 			qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
+		if (r_glsl_permutation->loc_LowerRightCorner >= 0)
+			qglUniform2fARB(r_glsl_permutation->loc_LowerRightCorner, vid.width/r_bloomstate.screentexturewidth, vid.height/r_bloomstate.screentextureheight);
 		if (r_glsl_permutation->loc_UserVec1 >= 0)
 		{
 			float a=0, b=0, c=0, d=0;
-- 
2.39.5