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Add support for multiple UVs and data driven texture loading. From myconid's patches. Fixes #1493 and fixes #1497.
This was SVN commit r12183.
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@@ -103,13 +103,6 @@ void ShaderRenderModifier::BeginPass(const CShaderProgramPtr& shader)
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m_BindingInstancingTransform = shader->GetUniformBinding("instancingTransform");
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m_BindingShadingColor = shader->GetUniformBinding("shadingColor");
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m_BindingPlayerColor = shader->GetUniformBinding("playerColor");
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m_BindingBaseTex = shader->GetTextureBinding("baseTex");
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}
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void ShaderRenderModifier::PrepareTexture(const CShaderProgramPtr& shader, CTexture& texture)
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{
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if (m_BindingBaseTex.Active())
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shader->BindTexture(m_BindingBaseTex, texture.GetHandle());
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}
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void ShaderRenderModifier::PrepareModel(const CShaderProgramPtr& shader, CModel* model)
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