- Uniform buffer for colormap shader

This commit is contained in:
Magnus Norddahl 2018-06-11 21:03:55 +02:00
commit 2bde741a7e
4 changed files with 24 additions and 9 deletions

View file

@ -529,8 +529,9 @@ void FGLRenderer::ColormapScene(int fixedcm)
float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
mColormapShader->MapStart.Set(scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f);
mColormapShader->MapRange.Set(m);
mColormapShader->Uniforms->MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f };
mColormapShader->Uniforms->MapRange = m;
mColormapShader->Uniforms.Set();
RenderScreenQuad();
mBuffers->NextTexture();