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@@ -130,7 +130,7 @@ ShaderInput(const InternalName *name, const LVecBase4f &vec, int priority) :
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_type(M_numeric),
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_type(M_numeric),
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_priority(priority),
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_priority(priority),
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_stored_ptr(vec),
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_stored_ptr(vec),
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- _stored_vector(LCAST(PN_stdfloat, vec)) //old GLSL inputs must be supported
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+ _stored_vector(LCAST(PN_stdfloat, vec))
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{
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{
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}
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}
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@@ -144,7 +144,8 @@ ShaderInput(const InternalName *name, const LVecBase3f &vec, int priority) :
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_name(name),
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_name(name),
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_type(M_numeric),
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_type(M_numeric),
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_priority(priority),
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_priority(priority),
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- _stored_ptr(vec)
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+ _stored_ptr(vec),
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+ _stored_vector(vec.get_x(), vec.get_y(), vec.get_z(), 0.0)
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{
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{
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}
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}
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@@ -158,7 +159,8 @@ ShaderInput(const InternalName *name, const LVecBase2f &vec, int priority) :
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_name(name),
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_name(name),
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_type(M_numeric),
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_type(M_numeric),
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_priority(priority),
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_priority(priority),
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- _stored_ptr(vec)
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+ _stored_ptr(vec),
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+ _stored_vector(vec.get_x(), vec.get_y(), 0.0, 0.0)
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{
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{
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}
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}
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@@ -285,7 +287,7 @@ ShaderInput(const InternalName *name, const LVecBase4d &vec, int priority) :
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_type(M_numeric),
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_type(M_numeric),
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_priority(priority),
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_priority(priority),
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_stored_ptr(vec),
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_stored_ptr(vec),
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- _stored_vector(LCAST(PN_stdfloat, vec)) //old GLSL inputs must be supported
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+ _stored_vector(LCAST(PN_stdfloat, vec))
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{
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{
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}
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}
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@@ -299,7 +301,8 @@ ShaderInput(const InternalName *name, const LVecBase3d &vec, int priority) :
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_name(name),
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_name(name),
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_type(M_numeric),
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_type(M_numeric),
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_priority(priority),
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_priority(priority),
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- _stored_ptr(vec)
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+ _stored_ptr(vec),
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+ _stored_vector(vec.get_x(), vec.get_y(), vec.get_z(), 0.0)
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{
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{
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}
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}
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@@ -313,7 +316,8 @@ ShaderInput(const InternalName *name, const LVecBase2d &vec, int priority) :
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_name(name),
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_name(name),
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_type(M_numeric),
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_type(M_numeric),
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_priority(priority),
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_priority(priority),
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- _stored_ptr(vec)
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+ _stored_ptr(vec),
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+ _stored_vector(vec.get_x(), vec.get_y(), 0.0, 0.0)
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{
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{
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}
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}
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