Merge remote-tracking branch 'origin/master' into MSAA
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@@ -1401,7 +1401,12 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
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glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
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GLERROR("Bind 6 uniform");
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glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
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if (job->Reverse == false) {
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glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
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}
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else {
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glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), (job->ExplosionDuration - job->TimeSinceDeath));
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}
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GLERROR("Bind 7 uniform");
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glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration);
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GLERROR("Bind 8 uniform");
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@@ -1419,6 +1424,10 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
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GLERROR("Bind 14 uniform");
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glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration);
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GLERROR("Bind 15 uniform");
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glUniform1i(glGetUniformLocation(shaderHandle, "Reverse"), job->Reverse);
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GLERROR("Bind 15-2 uniform");
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glUniform1f(glGetUniformLocation(shaderHandle, "ColorDistanceScalar"), job->ColorDistanceScalar);
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GLERROR("Bind 15-3 uniform");
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glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
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GLERROR("Bind 16 uniform");
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