- change ShaderUniforms so that it just contains the uniform block and not the binding point
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49073489e5
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13 changed files with 59 additions and 41 deletions
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@ -53,7 +53,7 @@ void FShadowMap::Update()
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GLRenderer->mShadowMapShader->Bind();
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GLRenderer->mShadowMapShader->Uniforms->ShadowmapQuality = gl_shadowmap_quality;
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GLRenderer->mShadowMapShader->Uniforms.Set();
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GLRenderer->mShadowMapShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, mLightList);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, mNodesBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLinesBuffer);
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