- Uniform buffer for colormap shader
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2bde741a7e
4 changed files with 24 additions and 9 deletions
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@ -529,8 +529,9 @@ void FGLRenderer::ColormapScene(int fixedcm)
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float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
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scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
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mColormapShader->MapStart.Set(scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f);
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mColormapShader->MapRange.Set(m);
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mColormapShader->Uniforms->MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f };
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mColormapShader->Uniforms->MapRange = m;
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mColormapShader->Uniforms.Set();
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RenderScreenQuad();
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mBuffers->NextTexture();
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