@@ -161,7 +161,7 @@ void UpdateSurfaceDataGeneric3D( uint32_t* materials, shaderStage_t* pStage, boo
161161
162162 gl_genericShaderMaterial->SetUniform_DepthScale ( pStage->depthFadeValue );
163163
164- gl_genericShaderMaterial->WriteUniformsToBuffer ( materials );
164+ gl_genericShaderMaterial->WriteUniformsToBuffer ( materials, GLShader::MATERIAL );
165165}
166166
167167void UpdateSurfaceDataLightMapping ( uint32_t * materials, shaderStage_t* pStage, bool , bool vertexLit, bool fullbright ) {
@@ -207,7 +207,7 @@ void UpdateSurfaceDataLightMapping( uint32_t* materials, shaderStage_t* pStage,
207207
208208 gl_lightMappingShaderMaterial->SetUniform_SpecularExponent ( specExpMin, specExpMax );
209209
210- gl_lightMappingShaderMaterial->WriteUniformsToBuffer ( materials );
210+ gl_lightMappingShaderMaterial->WriteUniformsToBuffer ( materials, GLShader::MATERIAL );
211211}
212212
213213void UpdateSurfaceDataReflection ( uint32_t * materials, shaderStage_t* pStage, bool , bool , bool ) {
@@ -244,7 +244,7 @@ void UpdateSurfaceDataReflection( uint32_t* materials, shaderStage_t* pStage, bo
244244 gl_reflectionShaderMaterial->SetUniform_ReliefDepthScale ( depthScale );
245245 gl_reflectionShaderMaterial->SetUniform_ReliefOffsetBias ( shader->reliefOffsetBias );
246246
247- gl_reflectionShaderMaterial->WriteUniformsToBuffer ( materials );
247+ gl_reflectionShaderMaterial->WriteUniformsToBuffer ( materials, GLShader::MATERIAL );
248248}
249249
250250void UpdateSurfaceDataSkybox ( uint32_t * materials, shaderStage_t* pStage, bool , bool , bool ) {
@@ -255,7 +255,7 @@ void UpdateSurfaceDataSkybox( uint32_t* materials, shaderStage_t* pStage, bool,
255255 // u_AlphaThreshold
256256 gl_skyboxShaderMaterial->SetUniform_AlphaTest ( GLS_ATEST_NONE );
257257
258- gl_skyboxShaderMaterial->WriteUniformsToBuffer ( materials );
258+ gl_skyboxShaderMaterial->WriteUniformsToBuffer ( materials, GLShader::MATERIAL );
259259}
260260
261261void UpdateSurfaceDataScreen ( uint32_t * materials, shaderStage_t* pStage, bool , bool , bool ) {
@@ -268,7 +268,7 @@ void UpdateSurfaceDataScreen( uint32_t* materials, shaderStage_t* pStage, bool,
268268 this seems to be the only material system shader that might need it to not be global */
269269 gl_screenShaderMaterial->SetUniform_CurrentMapBindless ( BindAnimatedImage ( 0 , &pStage->bundle [TB_COLORMAP] ) );
270270
271- gl_screenShaderMaterial->WriteUniformsToBuffer ( materials );
271+ gl_screenShaderMaterial->WriteUniformsToBuffer ( materials, GLShader::MATERIAL );
272272}
273273
274274void UpdateSurfaceDataHeatHaze ( uint32_t * materials, shaderStage_t* pStage, bool , bool , bool ) {
@@ -285,7 +285,7 @@ void UpdateSurfaceDataHeatHaze( uint32_t* materials, shaderStage_t* pStage, bool
285285 // bind u_NormalScale
286286 gl_heatHazeShaderMaterial->SetUniform_NormalScale ( normalScale );
287287
288- gl_heatHazeShaderMaterial->WriteUniformsToBuffer ( materials );
288+ gl_heatHazeShaderMaterial->WriteUniformsToBuffer ( materials, GLShader::MATERIAL );
289289}
290290
291291void UpdateSurfaceDataLiquid ( uint32_t * materials, shaderStage_t* pStage, bool , bool , bool ) {
@@ -331,15 +331,15 @@ void UpdateSurfaceDataLiquid( uint32_t* materials, shaderStage_t* pStage, bool,
331331
332332 gl_liquidShaderMaterial->SetUniform_NormalScale ( normalScale );
333333
334- gl_liquidShaderMaterial->WriteUniformsToBuffer ( materials );
334+ gl_liquidShaderMaterial->WriteUniformsToBuffer ( materials, GLShader::MATERIAL );
335335}
336336
337337void UpdateSurfaceDataFog ( uint32_t * materials, shaderStage_t* pStage, bool , bool , bool ) {
338338 // shader_t* shader = pStage->shader;
339339
340340 materials += pStage->bufferOffset ;
341341
342- gl_fogQuake3ShaderMaterial->WriteUniformsToBuffer ( materials );
342+ gl_fogQuake3ShaderMaterial->WriteUniformsToBuffer ( materials, GLShader::MATERIAL );
343343}
344344
345345/*
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